soo, made changes as to what the two of you said, and also made the spellcaster version...
...which has different features. spot the difference, y'all
Vizard WarriorEntry RequirementsFeats: Hollow Within
Level BaB 7+
Special: Shikai class feature.
Special: Does not possess the Hollow Subtype
Hit Dice: D8 or base class (whichever is higher)
Level | BaB | Special |
1 | +1 | Masked Warrior, Control, Hollowified Power |
2 | +2 | Hollow Ability, Mask Design |
3 | +3 | Cero, Hollowified Power |
4 | +4 | Hollow Ability, Mask Evolution |
5 | +5 | Masked Champion, Hollowified Power |
Skill per level: 8 skill points/level OR base class (whichever is higher)
Class Skills: as base class + resist change.
Base Attack Bonus: All Levels in the Vizard Warrior class grant full BaB, regardless of what the base class would grant. This does not apply to levels in the base class without the Vizard Warrior Prestige Path.
Spell casting: The effort of keeping his inner hollow in check, and honing and hiding his new abilities has caused his spell-casting progression to wane a little. This class grants his normal casting progression, except for levels 1, 4, 7 and 10, where the Vizard do not gain improved spell-casting.
Save progression: his levels in Vizard Warrior advance his base saves as if the Vizard also took a level in the base class.
Shinigami Abilities: his Levels in Vizard Warrior count towards his shinigami levels for determining when the Vizard obtain new shikai abilities, bankai abilites (and the bankai ability), and Shunpo distance.
Masked Warrior: The signature power of the Vizard is his mask, the mark of the hollow within and it's subjugation. The mask provides the following benefits:
- An enhancement bonus to either constitution or his reitsu modifier and one other attribute, chosen when the Vizard take his first level in Vizard, equal to his Vizard Warrior level. Any HP/SEP gained from this is not temporary but real HP/SEP, and vanishes when his mask leaves. his SEP cannot fall below 0.
- A bonus to will saves equal to ½ his Vizard Level (minimum 1)
- the Vizard Benefit from the Hollow Subtype (see sidebar)
- the Vizard are immune to fear and panic, or simmilar effects
Donning his mask is a move equivalent action that provokes an attack of opportunity. At 3th level, this is reduced to a swift action, and no longer provokes an attack of opportunity, and a free action at 5th level. his mask lasts for a number of rounds equal to his Vizard level + his Rietsu modifier (including any bonuses from the mask), thought it can be maintained for longer by passing a DC 15 + rounds maintained Resist Change test.
Whenever the Vizard is damaged, there is a chance his mask will shatter. This is a Resist Change test with a DC 10 + (damage / 10). if the Vizard fail, his mask breaks and the Vizard immediately loose access to it's powers.
When the Vizard's masked state ends, they are fatigued. If their mask broke, they are instead fatigued
Levels in Vizard Warrior and Vizard Spellslinger stack for determining the benefits and duration of the Vizard's mask
Control: To become a true Vizard, the Vizard have brought the Vizard inner-hollow – the destructive side of his shinigami powers – under his control. the Vizard no longer need to test to restrain his inner-hollow. When his HP is reduced, the Vizard can choose to let it take control or not.
Alternately, the Vizard can choose to have their inner-hollow take control at any time, so long as their mask in on.
Hollowified Power: at 1st level, his Hollow reitsu begins to merge and empower his other abilities. Select one activated Zanpakuto ability, and one of the following options. Whilst the Vizard have his mask on, the Vizard can spend an extra SEP, depending on the option, to empower it in that way. At 3rd level, 5th level, then every 3 levels thereafter, the Vizard can choose another power to enhance. the Vizard can choose the same ability to enhance again, if the Vizard so desire.
- Empower Ability: this costs 4 sep on top of the abilities normal cost, the power used is Empowered. This can only be applied to an ability that has a random numeric value.
- Maximize Ability: this costs 6 sep on top of the abilities normal cost, the ability used is Maximized. This can only be applied to an ability that has a random numeric value. the Vizard cannot both empower and maximize an ability
- Extend: This costs an extra 2 sep. The extended power's duration is doubled. This can only be applied to a power with a duration greater than Instant. It cannot be applied to a sustained power. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Repetitive: This costs an extra 2 sep. It can only be applied to an ability with a duration of Instant. The ability repeats itself at ½ effectiveness on the target's next round. If the victim was entitled to a save against the first, then they are entitled to one against the second, using the same DC. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Discriminatory: This costs an extra 2 sep for a line/cone, or 4 sep for a burst. The Vizard can choose which of the valid targets in an area of the ability are effected and which are not. If the ability lasts for more than one round, they can decide which creatures are effected each round.
- Reach: this costs an extra 2 sep. The ability's range is increased by 50% (50% of self remains self). This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Chain: This costs an extra 4 sep. this ability can jump to an additional valid target in range, at 50% effectiveness. This can only be applied to an ability with a single target. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Instant: This costs an extra 8 SEP. the ability is used as a free action that does not provoke an attack of opportunity. This can only be done once per round
- Delayed: this costs an extra 2 sep. The ability is used as normal (cost, activation time, target(s) etc), except it's effects are not activated. The Vizard can choose to activate the ability any time, so long as their mask is on and has not been deactivated since using the ability. Activating the ability is a free action.
- Merciful: This costs an extra 2 sep. All damage from the attack becomes positive energy, regardless of whether it normally caused energy damage, or what type energy it was before
- Devastating: This costs an extra 2 sep. All damage from the attack becomes negative energy, regardless of whether it normally caused energy damage, or what type energy it was before.
- Vampiric: This costs an extra 4 sep. the Vizard gain temporary hit points equal to ½ the damage caused
- Penetrating: This costs an extra 2 sep. It raises the save DC by 2. this can be taken multiple times. It's effects stack. The cost does not increase.
- Absolute Power: This costs an extra 8 SEP. The ability is both Empowered and Maximised. This can only be applied to an ability that has both the Maximized and Empowered options applied to it. They do not need to be used together
- Triggered Delay: This costs an extra 6 sep. The ability is not activated immediately, but instead has a trigger (as Contingency). This trigger remains in place for 24 hours, then the ability fades. The Vizard does not need to keep his mask on for the ability to trigger. This can only be applied to an ability with the delayed ability applied.
- Spiritually Vampiric: this costs an extra 10 sep. the Vizard gain ¼ of the damage caused as temporary SEP. this can only be applied to a power with the Vampiric ability applied.
- Twinned: This costs an extra 8 sep. the Vizard create two of the ability on use. This can only be applied to an ability that has the chained property applied
- Persistent: This costs an extra 10 SEP. the ability repeats itself at ½ effectiveness each round his mask remains. This can only be applied to an ability that has the repetitive property applied.
Hollow Ability: At 3rd level, and every 3 levels thereafter, the Vizard gain a hollow ability. This ability is only active whilst his mask is on. the Vizard must select an ability that works whilst sealed, due to not having a Hollow's body. If you are other 12th level, you can select Adjuchas level hollow powers.
Mask Design As the Vizard's Powers evolve, his mask starts be become more advanced and intricate. Choose one of the following mask designs. Whilst wearing his mask, he gain the listed benefit.
A Vizard with levels in both Vizard Warrior and Vizard Spellslinger can select different mask designs for each class. Both mask designs are active at once. If the Vizard select the same design, levels in both classes stack for determining the benefits, otherwise the benefits from each class are calculated separately
- Speed the Vizard gain a bonus to shunpo distance equal to ½ his Vizard level * 5
- Defence: his defence bonus increases by an amount equal to ½ his Vizard level
- Power: Bonus to to hit and damage equal to ½ his Vizard class level
- Technique: Maximum SEP limit per turn is increased by ¼ of his Vizard level
- Spell-Power: all spells deal extra damage/healing equal to ½ his Vizard level. All binds the Vizard create increase his HP by his Vizard level
- Stealth: all sneak attack/skirmish damage is increased by 1 per dice for each 4 Vizard levels.
Cero at 5th level, the Vizard are capable of channelling the power of his inner-hollow. He can use Cero (see hollow), so long as his mask is on.
Mask Evolution from 7th level onwards, the Vizard can draw out the power of his mask in greater busts, at a cost of breaking his mask, and leaving himself de-powered. Depending on his mask type, the Vizard can use one of the following abilities. Using this abilities invokes a DC20 Resist Change test or his mask breaks. The action still takes effect regardless of the outcome of the Resist Change test.
- Speed: He can act as if hasted for the round.
- Defence: As a full-round action that does not provoke an attack of opportunity, he is immune to damage for this round.
- Power: The Vizard makes a single attack as a standard action, initiates a Strike with an activation time of a standard action, or use a zanpakuto power which requires a standard action (or less) and has a duration of instant. The Vizard gains a bonus to hit on this attack equal to their reitsu modifier, and the damage/healing is increased by an amount equal to character level. This attack may be used as part of a charge, where the bonus damage doubles.
- Technique: The Vizard may act as if they had another rank in the Zanpakuto ability they are using.
- Stealth: The Vizard may make an attack as if the target was flat footed.
Masked Champion: at 10th level, the Vizard has unlocked the full potential of his inner hollow. The Vizard can shatter his mask (automatically ending Masked State) to perform the ability relevant to his mask. The fatigue does not kick in until the end of their turn. In addition, his mask provides ½ it's benefit to the Vizard's other attributes (IE: the ones not already boosted by his mask)
- Speed: Take an immediate turn, as if their initiative roll had come round. This does not change their initiative value (IE: they could act faster than someone with a 17 if they had a 13, but they'd still be 13). Their mask shatters as the end of this turn.
- Defence: As a full-round action that does not provoke an attack of opportunity, all allies with 100 ft are protected from HP damage for a single round. Things that are not damage, or extra effects based off damage (such as injury poisons, hp gained from vampiric touch etc) still function normally
- Power: For the duration of the round, the Vizard gains a bonus on all rolls to hit equal to his reitsu modifier, and a bonus on damage equal to his character level. This lasts until the start of his next turn, though his mask breaks at the end of the round he activates this ability.
- Technique: The Vizard may use any single ability from the zanpakuto types they have available to then, so long as the ability has a duration of instant. This costs no SEP, though the ability must be within their limit per round. They do not need to meet any of the prerequisites
- Stealth: the Vizard may attack as if the target was flat footed, and all attacks made this round are touch attacks.
Beyond 5th levelat 6th level and every 3 levels thereafter, the Vizard can hollowify another power
at 7th level and every 3 levels thereafter, the Vizard gains another Hollow power
at 8th level, and every 3 levels thereafter, the Vizard gains a bonus feat they meet the prerequisites for that is a zanpakuto, shunpo or hollow feat. If they are above level 20, they can choose epic feats they qualify for as well
Vizard SpellslingerEntry RequirementsFeats: Hollow Within
Spell-casting: Must be able to cast Kido of at least 4th level
Special: Shikai class feature.
Special: Does not possess the Hollow Subtype
Hit Dice: D4 or base class (whichever is higher)
Level | BaB | Special |
1 | +0 | Masked Warrior, Control, Hollowified Power |
2 | +1 | Hollow Ability, Mask Design |
3 | +2 | Cero, Hollowified Power |
4 | +3 | Hollow Ability, Mask Metamorphosis |
5 | +3 | Masked Paragon, Hollowified Power |
Skill per level: 4 skill points/level OR base class (whichever is higher)
Class Skills: as base class + resist change
Base Attack Bonus: All Levels in the Vizard Spellslinger class grant ¾ BaB, regardless of what the base class would grant. This does not apply to levels in the base class without the Vizard Warrior Prestige Path.
Save progression: his levels in Vizard Warrior advance his base saves as if the Vizard also took a level in the base class.
Shinigami Abilities: his Levels in Vizard Warrior count towards his shinigami levels for determining when the Vizard obtain new shikai abilities, bankai abilites (and the bankai ability), and Shunpo distance, as well as Kido progression.
Masked Warrior: The signature power of the Vizard is his mask, the mark of the hollow within and it's subjugation. The mask provides the following benefits:
- An enhancement bonus to either constitution or his reitsu modifier and one other attribute, chosen when the Vizard take her first level in any Vizard prestige class, equal to her Vizard level. Any HP/SEP gained from this is not temporary but real HP/SEP, and vanishes when her mask breaks. Her SEP cannot fall below 0, though she can fall below 0 HP or even die from the mask breaking.
- A bonus to will saves equal to ½ his Vizard Level (minimum 1)
- the Vizard Benefit from the Hollow Subtype (see sidebar)
- the Vizard are immune to fear and panic, or similar effects
Donning her mask is a move equivalent action that provokes an attack of opportunity. At 3rd level, this is reduced to a swift action, and no longer provokes an attack of opportunity, and a free action at 5th level. her mask lasts for a number of rounds equal to his Vizard level + her Rietsu modifier (including any bonuses from the mask), thought it can be maintained for longer by passing a DC 15 + rounds maintained Resist Change test.
Whenever the Vizard is damaged, there is a chance her mask will shatter. This is a Resist Change test with a DC 10 + (damage / 10). If the Vizard fails, her mask breaks and the Vizard immediately loose access to its powers.
When the Vizard's masked state ends, she is fatigued. If her mask broke, she is instead exhausted.
Levels in Vizard Warrior and Vizard Spellslinger stack for determining the benefits and duration of the Vizard's mask
Control: To become a true Vizard, the Vizard have brought their Inner-hollow – the destructive side of her shinigami powers – under her control. the Vizard no longer need to test to restrain her inner-hollow. When his HP is reduced, the Vizard can choose to let it take control or not.
Alternately, the Vizard can choose to have her inner-hollow take control at any time, so long as her mask in on. Once she lets it take control, it is exactly as outlined in the Inner-hollow feat.
Hollowified Power: at 1st level, The vizard embraces the hollow within, and her Hollow reitsu begins to merge and empower her other abilities. Select one activated Zanpakuto ability or Kido spell, and one of the following options. Whilst the Vizard has her mask on, she can spend extra SEP, depending on the option, to empower it in that way. At 3rd level, 5th level, then every 3 levels thereafter, the Vizard can choose another power to enhance. the Vizard can choose the same ability to enhance again, if the Vizard so desire, though applications of the same empowerment do not stack unless stated otherwise.
- Empower Ability: this costs 4 sep on top of the abilities normal cost, the power used is Empowered. This can only be applied to an ability that has a random numeric value.
- Maximize Ability: this costs 6 sep on top of the abilities normal cost, the ability used is Maximized. This can only be applied to an ability that has a random numeric value. the Vizard cannot both empower and maximize an ability
- Extend: This costs an extra 2 sep. The extended power's duration is doubled. This can only be applied to a power with a duration greater than Instant. It cannot be applied to a sustained power. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Repetitive: This costs an extra 2 sep. It can only be applied to an ability with a duration of Instant. The ability repeats itself at ½ effectiveness on the target's next round. If the victim was entitled to a save against the first, then they are entitled to one against the second, using the same DC. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Discriminatory: This costs an extra 2 sep for a line/cone, or 4 sep for a burst. The Vizard can choose which of the valid targets in an area of the ability are effected and which are not. If the ability lasts for more than one round, they can decide which creatures are effected each round.
- Reach: this costs an extra 2 sep. The ability's range is increased by 50% (50% of self remains self). This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Chain: This costs an extra 4 sep. this ability can jump to an additional valid target in range, at 50% effectiveness. This can only be applied to an ability with a single target. This can be applied to the same power multiple times. It's effects stack. The cost does not increase further
- Instant: This costs an extra 8 SEP. the ability is used as a free action that does not provoke an attack of opportunity. This can only be done once per round
- Delayed: this costs an extra 2 sep. The ability is used as normal (cost, activation time, target(s) etc), except it's effects are not activated. The Vizard can choose to activate the ability any time, so long as their mask is on and has not been deactivated since using the ability. Activating the ability is a free action.
- Merciful: This costs an extra 2 sep. All damage from the attack becomes positive energy, regardless of whether it normally caused energy damage, or what type energy it was before
- Unstoppable: This costs an extra 4 sep. ½ damage from the attack becomes pure spiritual energy, and is thus unaffected by energy resistance, regardless of whether it normally caused energy damage, or what type energy it was before.
- Adamixture: This varies in cost. The attack deals damage of a mix of types. It is free to change the damage to one the same rarity or lower, 2 sep to go up one step, or 4 sep to go up two steps. Multiple energy types can be chosen, and the spellslinger can choose whether to retain the previous type of damage as well. The damage is split equally between all energy types. The cost is always paid for the most expensive change, and only that one change.
Common Energy: Fire, Cold, Lightning, Bludgeoning, Slashing, Piercing, Acid
Uncommon: Force, Light, Phantasm
Rare: Positive, Negative
- Penetrating: This costs an extra 2 sep. It raises the save DC by 2. this can be taken multiple times. It's effects stack. The cost does not increase.
- Absolute Power: This costs an extra 8 SEP. The ability is both Empowered and Maximised. This can only be applied to an ability that has both the Maximized and Empowered options applied to it. They do not need to be used together
- Triggered Delay: This costs an extra 6 sep. The ability is not activated immediately, but instead has a trigger (as Contingency). This trigger remains in place for 24 hours, then the ability fades. The Vizard does not need to keep his mask on for the ability to trigger. This can only be applied to an ability with the delayed ability applied.
- Area: This costs an extra 4 SEP if applied to an ability without an area of effect, or 2 SEP otherwise. The ability becomes either a line with a length equal to its range and a width of 5 ft, a cone with a length equal to ½ its normal range, or a spherical burst with a radius equal to 1/3 its normal range. The ability no longer needs to roll to hit, if it did. If it had a save before, that remains, otherwise it gains a reflex save for half effectiveness.
- Twinned: This costs an extra 8 sep. the Vizard create two of the ability on use. This can only be applied to an ability that has the chained property applied
- Persistent: This costs an extra 10 SEP. the ability repeats itself at ½ effectiveness each round his mask remains. This can only be applied to an ability that has the repetitive property applied.
Hollow Ability: At 3rd level, and every 3 levels thereafter, the Vizard gain a hollow ability. This ability is only active whilst his mask is on. the Vizard must select an ability that works whilst sealed, due to not having a Hollow's body. If you are other 12th level, you can select Adjuchas level hollow powers.
Mask Design As the Vizard's Powers evolve, his mask starts be become more advanced and intricate. Choose one of the following mask designs. Whilst wearing his mask, he gain the listed benefit.
A Vizard with levels in both Vizard Warrior and Vizard Spellslinger can select different mask designs for each class. Both mask designs are active at once. If the Vizard select the same design, levels in both classes stack for determining the benefits, otherwise the benefits from each class are calculated separately
- Speed the Vizard gain a bonus to shunpo distance equal to ½ his Vizard level * 5
- Defence: his defence bonus increases by an amount equal to ½ his Vizard level
- Technique: Maximum SEP limit per turn is increased by ¼ of his Vizard level
- Spell-Power: all spells deal extra damage/healing equal to ½ his Vizard level. All binds the Vizard create increase his HP by his Vizard level
- Stealth: all sneak attack/skirmish damage is increased by 1 per dice for each 4 Vizard levels.
Cero at 5th level, the Vizard is capable of channelling the power of her inner-hollow into tangiable bursts of energy. She can use Cero (see hollow), so long as her mask is on.
Mask Metamorphosis from 4th level onwards, the Vizard can draw out the power of her mask in greater busts, at a cost of breaking his mask, and leaving himself de-powered. Depending on her mask design, the Vizard can use one of the following abilities. Using this ability invokes a DC20 Resist Change test or his mask breaks. The action still takes effect regardless of the outcome of the Resist Change test.
- Speed: The Vizard moves so fast they seem to blink in and out of existence. She may act as if under the effects of a blink spell, though see invisibility has no effect. This lasts until the start of her next turn
- Defence: As a swift action, the Vizard can gain either spell resistance, or energy resistance to one kind of energy, equal to 10 + Vizard Level.
- Spell-Power: reduce the cost of a metakido by 2 sep. This can be attempted multiple times in one action, though each time raises the test DC by 2. She is still restricted by the normal limit for enhancing abilities
- Technique: The Vizard may reroll one dice in the round.
- Stealth: The Vizard creates an area of magical darkness with a range of 30ft. She can see through it perfectly. This is equivalent to a spell the highest level the vizard can cast
Masked Paragon: at 5th level, the Vizard has unlocked the full potential of her inner hollow. The Vizard can shatter her mask (automatically ending Masked State) to perform the ability relevant to his mask. Her mask shatters at the end of the round the ability is used in.
- Speed: Take an immediate turn, as if their initiative roll had come round. This does not change their initiative value (IE: they could act faster than someone with a 17 if they had a 13, but they'd still be 13). Their mask shatters as the end of this turn.
- Defence: As a swift action, all allies with 100 ft gain either spell resistance or energy resistance to one kind of energy equal to character level
- Technique: The Vizard is assumed to know all the spells of each level she can cast, so long as she knows one spell from that school.
- Spell-Power she may apply metakido feats she knows for free this round. She is still limited by the normal limit for enhancing abilities
- Stealth: The Vizard creates an area of magical darkness and silence with an area of 300 ft. she and all her allies can see through it perfectly, and are unaffected by the silence. This lasts ½ the duration her mask had remaining. This is the equivelant of the highest level spell she can cast
In addition, her mask provides ½ it's benefit to the Vizard's other attributes (IE: the ones not already boosted by her mask)
Beyond 5th levelat 6th level and every 3 levels thereafter, the Vizard can hollowify another power
at 7th level and every 3 levels thereafter, the Vizard gains another Hollow power
at 8th level, and every 3 levels thereafter, the Vizard gains a bonus feat she meets the prerequisites for that is a zanpakuto, shunpo or hollow feat. If she is above level 20, they can choose epic feats they qualify for as well