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Post by blackestofmages on Oct 6, 2011 7:48:04 GMT -5
ability suggestion:
Name:Sharpened instincts Level: Adjucha Prerequisistes: none sealed: yes Effect: the hollow's natural instincts have become far sharper, either through some memory of their old life, or their constant battle to evolve as a hollow. all Hollow Paragon levels grant a full base attack bonus. this applies retoractivley to previous abilitites. in addition, the hollow can choose either fortitude or reflex to become a good save, in addition to their initial choice
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Post by outlawjt on Oct 7, 2011 9:48:58 GMT -5
Since the list of Hollow abilities is still a little sparse I thought I'd compile a list of some suggestions. I hope you enjoy them and at least a couple of them make their way into the game in some form.
Name: Bony Protrusions Level: Standard Prerequisistes: none sealed: yes (available only as a Hollow or in Resurreccion effect: The hollow gains the benefit of having armor spikes, automatically doing 1d4 points of damage to anyone engaged in a grapple with them every round. This ability can be selected multiple times. Each time it increases the dice size used to determine damage by one step, to a maximum of 1d12.
Name: Constrict Level: Standard Prerequisistes: Must have the improved grab hollow ability sealed: functions as long as improved grab is available. effect: The hollow gains the constrict monster ability. Any time it makes a grapple check to do damage it does an additional 1d6 damage. This ability can be selected multiple times. Each time it increases the dice size used to determine damage by one step, to a maximum of 1d12.
Name: Spikes Level: Standard Prerequisistes: 3 HD sealed: yes (available only as a Hollow or in Resurreccion effect: The hollow gains Spikes. As a standard action they can launch 2 spikes up to 180 feet in range with no range increment. They make two attack rolls and each spike does 1d4 + half strength modifier damage. All targets must be within 30 feet of each other. This ability may be taken 3 times. Each time it adds two additional spikes to the attack.
Name: Invisibility Level: Standard Prerequisistes: 5 HD sealed: No. This ability is always available while the Hollow has sufficient SEP. effect: The hollow gains the ability to turn invisible. They can activate it as a standard action that costs 4 SEP. It functions as the spell of the same name.
Name: Greater Invisibility Level: Adjuchas Prerequisistes: 12 HD and the Invisibility hollow ability sealed: No. This ability is always available while the hollow has sufficient SEP. effect: The hollow can activate this ability as a full round action that costs 15 SEP. It functions as the spell of the same name.
Name: Energy Drain Level: Adjuchas Prerequisistes: 12 HD sealed: No. This ability functions with an Arrancar's zanpakutou. effect: The Hollow gains an energy drain ability to one of their natural attacks. Once per round on a successful hit in addition to dealing their normal damage they also bestow one negative level. A Will save DC of 10 + half HD + Con modifier negates. Negative levels bestowed by this ability are temporary, recovering after 10 minutes, and thus it cannot be used to kill an opponent. This ability can be selected multiple times. Each time it adds either an additional negative level to the attack (to a maximum of 2) or +2 to the DC of the Will save.
Name: Poison Level: Standard Prerequisistes: 3 HD sealed: No. This ability functions with an Arrancar's zanpakutou (although when used with their zanpakutou requires a swift action each round to activate it). effect: One of the hollow's natural attacks gains poison. They choose an ability score and once per round a successful attack will deal 1d2 primary, 1d4 secondary ability damage; Fortitude save DC 10 + half HD + Con modifier to negate. This ability may be selected multiple times. Each time it either increases the number of attacks per round the poison may be applied, adds an additional type of poison (they select an additional ability score and can choose each time which ability score the poison effects), or increases the save DC by +2.
Name: Energy Immunity Level: Adjuchas Prerequisistes: Energy Resistance 30 with the selected element sealed:No. This ability is always available. effect: The hollow gains immunity to a single energy type. It must match the type of an energy that it already has resistance 30 against.
Name: Blindsense Level: Standard Prerequisistes: 5 HD sealed: No. This ability is always available. effect: The hollow gains blindsense out to 30 ft. It may be selected twice, the second time extending the range out to 60 ft.
Name: Fortification Level: Standard Prerequisistes: 5 HD sealed: No. This ability is always available. effect: The hollow gains partial immunity to critical hits. It may be selected 4 times, each time adding a 25% chance that any critical hit fails. At 100% they also become immune to precision damage, such as that offered by sneak attack.
Name: Fins Level: Standard Prerequisistes: none sealed: yes (available only as a Hollow or in Resurreccion) effect: The hollow gains fins on it's limbs. It gains a swim speed equal to it's land speed. It may be selected twice. The second time it's attacks no longer suffer any underwater penalties to attack.
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Post by blackestofmages on Oct 7, 2011 10:46:16 GMT -5
Hehe, cool. I likes them, just a note however. The fins ability already exists in the aquatic ability (see the standard hollow powers post)
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Post by blackestofmages on Oct 12, 2011 12:38:09 GMT -5
so, since the current Cero is a bag of **** instead of the ubercharged godbeam it should be, here's a rough reworking off it
Cero Level: Standard Hollow Prerequisites: Gillian or stronger Sealed: No This ability may only be accessed by Gillian-class or greater Hollows. It allows the Hollow to unleash a condensed burst of energy in a 60-foot line. The Hollow must expend SEP to determine the power of the shot, at a rate of 1 SEP per d6 damage. Maximum damage is equal to the hollow's current hit dice
there we go, goes from one shot of suck to a flexible attack option o' doom
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Post by blackestofmages on Feb 23, 2012 17:16:34 GMT -5
so, in my attempt to be able to recreate the hollow powers, here's some for the summoning based ones.
At the moment there's not one to go right for dondochako's summoning of collossal thingies and that exquitas' cloning powers, simply because I'm worried about balance levels there. any suggestions for those?
Lesser Summoning Prerequisites: level 5+ Level: Standard Sealed: Yes. This ability is only available to a Hollow in it's own body, or an Arrancar in Resurreción. SEP Cost: Varies. See below Duration: 1 minute round per character level
The Hollow is capable of creating a small number of lesser creatures from it's own body, tiny hollowesque beings subservient to their progenitor. As a full round action that provokes an attack of opportunity, the Hollow can summon a number Hollow Spawn; the types of spawn summonable, and the number summoned, change as the Hollow levels, as does the cost of summoning.
Level 1: Costs 5 SEP + X Hps. Summons either 1 Lesser Hollow Spawn or 1d3 Pathetic Hollow Spawn Level 2: Costs 9 SEP + X Hps. Summons either 1 Hollow Spawn, 1d3 Lesser Hollow Spawn or 2d3 Pathetic Hollow Spawn. All Hollows summoned must be identical Level 3: Costs 13 SEP + X Hps. Summons either 1 Greater Hollow Spawn, 1d3 Hollow Spawn, 2d3 Lesser Hollow Spawn or 4d3 Pathetic Hollow Spawn. All Hollows summoned must be identical Level 4: Costs 17 SEP + X Hps. Summons either 1d3 Greater Hollow Spawn, 2d3 Hollow Spawn, 4d3 Lesser Hollow Spawn or 8d3 Pathetic Hollow Spawn. All Hollows summoned must be identical
Spawn summoned are under the command of the Hollow. They will automatically attack the nearest enemy, though the Hollow can command their actions as a full round action. One action allows them to direct all spawn they summoned.
Hollow Spawn Types (would go in a bestiary or something)
Pathetic Hollow Spawn 10 str, 12 dex, 6 con, 6 wis, 3 cha, 0 Int. All Saves poor AC: 14 HP: 16 BaB: +2 Small Feats: Weapon Finesse. Standard Attacks: Bite (1d4 damage) Full Attack: Bite (1d4)
Lesser Hollow Spawn 14 str, 10 dex, 12 con, 8 wis, 3 cha, 0 Int. ref +2 Fort + 5, will +0 AC: 14 HP: 24 BaB: +3 Medium Feats: Power Attack, Weapon Focus (claw) 1 standard Hollow Ability Standard Attacks: Claw (1d6 + 2 damage) Full Attack: 2 * Claw Attack (1d6 + 2)
Hollow Spawn 18 str, 12 dex, 16 con, 12 wis, 3 cha, 0 Int. ref +4 Fort + 8, will +3 AC: 19 HP: 42 BaB: +5 Medium Feats: Power Attack, Weapon Focus (claw) 2 Hollow Ability Standard Attacks: Claw (1d6 + 4 damage) Full Attack: 2 * Primary Claw Attack (1d6 + 4), 1* Secondary bite (1d4 + 2 damage)
Greater Hollow Spawn 22 str, 10 dex, 18 con, 14 wis, 3 cha, 0 Int. ref +4 Fort + 10, will +5 AC: 19 HP: 60 BaB: +7 Large Feats: Power Attack, Weapon Focus (claw) 3 Hollow Ability Standard Attacks: Claw (1d8 + 4 damage) Full Attack: 2 * Primary Claw Attack (1d6 + 4), 1* Secondary bite (1d4 + 2 damage)
We Have Reserves Prerequisites: level 7+, Level: Standard Sealed: No, though you may struggle to have minions in the sealed form. SEP Cost: 3 SEP per Minion Exploded. Duration: 1 round per character level
Life as a summoned minion is hard. You get no pay, no respect and your lifespan is measured in a matter of minutes. Still, even regular minions get to look down on these poor saps, who where created merely to be walking grenades. As a standard action that provokes an attack of opportunity, the Hollow can command any number of Pathetic hollow spawn within 100 ft + 10ft per character level, to explode, causing 3d6 + the Hollow's (not spawn) Constitution modifier acid damage to all creatures in adjacent squares to the Spawn. Victims are entitled to a reflex save (dc 10 + ½ character level + Reiatsu modifier) to avoid the explosion. The Hollow can attempt to explode a Spawn under someone else's control, though their controller can make a will save (at the same DC to escape the explosion) to prevent said explosion.
Zerg Rush Prerequisites: level 10+, Con 13+, Lesser Summoning Level: Adjuchas Sealed: Yes. This ability is only available to a Hollow in it's own body, or an Arrancar in Resurreción. SEP Cost: As Lesser Summoning * 2 Duration: 1 round per character level
The Hollow is capable of producing a huge wave of gribbly little critters at once, prefering to drown their victim in a wave of flesh rather than using elite soldiers. When using lesser summoning, the Hollow can pay twice the SEP cost to maximize the number of Hollow Spawn summoned, so long as he does not choose the option which summons the least amount of spawn. The HP cost is also doubled
Greater Summoning Prerequisites: lesser Summoning Level: Adjuchas Sealed: Yes. This ability is only available to a Hollow in it's own body, or an Arrancar in Resurreción.
When the Hollow uses lesser summoning, the Hollow spawn created have an extra + 4 strength and constitution. Special: This ability may be selected multiple times. Each subsequent time increases the spawns strength and constitution by a further +2
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Post by lilshiro on Feb 23, 2012 19:14:28 GMT -5
Frickin' Awesome! (Am I allowed to say frickin'?)
Quick question: When you say levels (for Lesser Summoning), do you mean number of times the power has been taken or something else? I am just checking.
As for Bawabawa and the Exquitas...more thinking may be required. Maybe something along the lines of a more 'middlegrounded' version of the Leadership feat, (more powerful & fewer minions, no lieutenant), for the Exquitas.
Bawabawa is more of a "Summon Big Monster" thing...maybe look at the summon monsters (number) spells and make the ability so that it only summons one NPC hollow?
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Post by blackestofmages on Feb 23, 2012 20:16:24 GMT -5
Yes your allowed to say frickin' levels for lesser summoning was just to give an example of what you could do with it. I wanted it to be useful at all levels, but with preset effectiveness, thus the four options. you have all of them when you buy it (of course the SEP limit would prevent you from using the higher ones at low levels, but still) thus four options was trying to avoid those a little, because they can become very powerful very quickly. still, probably the best framework we have at the moment though in that case it may be easier to simply take the leadership feat. there's also the fact he was growing those clones directly off his body, rather than gathering them, and could do so in combat. hmm, maybe an Arrancar-only power that lets a hollow is ressureción summon clones of their sealed form?
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Post by lilshiro on Feb 23, 2012 21:40:11 GMT -5
Makes sense. I either missed or forgot about that 'make more in combat' trick... i guess I'll have to re-vise
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Post by lichmewtwo54 on Feb 23, 2012 21:58:05 GMT -5
Name:Devour hollow Prerequisites:level 6+ Description: The hollow devours another, weaker hollow and temporarily gains that hollows powers. the effect lasts 1d6+1 rounds. this ability can be taken multiple times, each time increasing the time the effect lasts by another 1d6 rounds.
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Post by blackestofmages on Feb 23, 2012 22:21:29 GMT -5
Name:Devour hollow Prerequisites:level 6+ Description: The hollow devours another, weaker hollow and temporarily gains that hollows powers. the effect lasts 1d6+1 rounds. this ability can be taken multiple times, each time increasing the time the effect lasts by another 1d6 rounds. hmmm, not sure how to consider this. I mean, in a way it's incredblly potent, but in another it's pretty much useless since you'd need to spend time eating, and it'd be rare to encounter to many other hollows. also, little bit vague on things like actions/what defines weaker etc
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Post by lichmewtwo54 on Feb 23, 2012 22:43:58 GMT -5
alright i have revised devour hollow!
Devour hollow prerequisites:level 6+ description: The user devours a hollow that is of lower level/CR then him/her. the user obtains the powers of the target for 1d6+1 rounds. devouring a hollow is a full round action and provokes attacks of opportunity. this ability may be taken multiple times, each time it is taken the time the effect lasts is increased by 1d6 rounds.
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Post by TheMageKing on Feb 24, 2012 2:05:13 GMT -5
Revise to "fewer hit dice", instead of "lower level/CR", I'd say.
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Post by lichmewtwo54 on Feb 24, 2012 20:28:11 GMT -5
Revise to "fewer hit dice", instead of "lower level/CR", I'd say. that makes sense. I'm actually kinda new to making abilities and the like
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Post by blackestofmages on May 27, 2012 13:48:52 GMT -5
Sharpened Claws Prerequisites: None Sealed: No. This ability applies to an arrancar’s zanpakuto. Level: Standard The Hollow’s natural weapons have either their critical threat range or critical multiplier increased by 1, to a maximum of x3. Special: this ability may be selected multiple times. The effects stack.
Wall crawling Prerequisites: None Sealed: No. this ability is active at all times Level: Standard. The Hollow possesses a climb speed equal to her base land speed. She retains her dodge bonus to AC when climbing, and can slow fall as a monk of the same level.
Elemental body Prerequisites: none Sealed no. this ability applies to an arrancar’s zanpakuto. Level: Standard Select an energy type (fire, cold, sonic, lightning, acid, force, sonic). The hollow’s natural weapons – and any ability that deals untyped damage other than Cero – deal energy damage of that type. The Hollow can activate and deactivate this ability at will. In addition, the Hollow can increase the intensity of the element of their strikes. As a standard action that costs 2 SEP, the Hollow’ energy damage is increased by 2d6. This lasts until the end of combat. Special: This ability may be selected multiple times. The effects stack, though each energy type must be activated individuality. If they have multiple abilities active, then the damage they deal is dealt in equal parts of each energy type. If this ability is taken by an Arrancar with a zanpakuto type of the same type as the energy chosen (EG: fire type to fire damage), then this ability counts as the relevant damage-changing and basic bonus damage zanpakuto abilities.
Ensare Prerequisites: None Sealed: Yes. This ability is only available to a hollow in its natural state or during ressureción Level: Standard The Hollow is capable of creating a sticky mass of fluid, a web, or something similar to entangle and capture their prey. Using this ability is a standard action that costs 5 SEP and has a range of 100ft + 10ft per character level, and targets a single creature. The target must make a reflex save (DC 10 + ½ character level + reiatsu modifier) or be entangled and paralyzed for 1 round per hollow level. Each round the victim is paralyzed, they may make either a DC 10 + ½ character level + reiatsu modifier strength test, or a DC 10 + ½ character level + reiatsu modifier escape artist test to escape. The bindings can also be broken like any other object, and have a hardness of 1 per level (max 10), and 10 hit points per level – the bindings can only be broken from outside, and due to how tightly they bind, the creature trapped suffers ½ damage dealt to the bindings. The bindings are flammable. In addition, the hollow can use a thinner but more spread out version of their normal Ensnare ability, simulating a web spell. Otherwise, it functions identically to the Ensnare ability (cost, action, etc) Special: this ability may be selected multiple times. Each time increases the save DC by 2, the duration by 1 round, the HP by 10, and the hardness by 1.
Mass Ensnare Prerequisites: None Sealed: Yes. This ability is only available to a hollow in its natural state or during ressureción Level: Adjuchas The Hollow is capable of ensnaring a greater number of creatures at once. When using her Ensnare hollow ability, she can choose to increase the cost to 11 SEP to allow her to try and entangle any number of valid targets, though no target can be more than 30ft from another. If the Hollow uses it’s ensnare ability to simulate a web then three webs are created rather than one.
Ranged Manoeuvre Prerequisites: Improved Trip/grapple/disarm or other improved thingy. Sealed: Yes. This ability is only available to a Hollow in their natural form or in ressureción. Level: Normal Be it by extendable limbs, telepathy or some other quirks of evolution, the Hollow is able to reach out and touch something with little fear of being touched back. Select either Trip, Grapple, Disarm or Bull Rush. The Hollow is now able to, as a standard action, use the selected manoeuvre with a range of 100ft. When using a manoeuvre in this manner, the Hollow counts as medium sized. Otherwise, these abilities function as normal. throwing more Hollow abilities out there. thoughts?
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Post by lilshiro on May 29, 2012 20:03:48 GMT -5
I like the new abilities. i'm pretty dead now, so i can't offer much. I assume if you use Ranged Manoeuvre at 'normal' range, you use your normal size mods? might want to add that. Love Sharpened claws and Ensnare btw
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