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Name: Jusditz

Age: 26
Gender:MALE
Height: 6'2"
Weight: 185

Str: 18 +4
dex: 10 +-
con: 18 +4
int: 10 +-
wis: 18 +4
cha: 16 +3

HP: 30 +9 per
DR: x/-

Favored Base Skills:


1. Weapon x+4
2. Defence x+0
3. Unarmed x+0
4. Will x+4

Favored Standard Skills:


1. Spellcraft x+2
2. Sense motive x+1
3. Bluff x+4
4. Intimidate x+4
5. listen x+1
6. search x+1
7. spot x+1
8. Concentration x+4

Feats: Character: Slacker


lvl1 1. Shinigami
2. Hollow within
3. Alive
4. Blooded
5. ALTERNATE SEALED FORM
6. Living Shinigami
LVL2 7. Sealed Zanpakuto Ability
LVL3 8. Shikai
9. BAKKOTOU
LVL4 10.Any Base or Character Feat
LVL5 11.BAKKOTOU RESILLIANCE
LVL6 12.Any Base or Soul Feat
13.Blooded
LVL7 14.BAKKOTOU FINAL RELEASE
LVL8 15.MASKED WARRIOR
LVL9 16.BIND THE HOLLOW
17.IMPROVED HOLLOW WITHIN
LVL10 18.Bonus Feat or Bonus Hollow Growth Power
LVL11 19.HEARTLESS APOTHESIS
LVL12 20.ADVANCED HOLLOW WITHIN
21.Bonus Feat or Bonus Hollow Growth Power
LVL13 22.HOLLOW TRANSMOGRIFICATION
LVL14 23.Any one Character or Reiatsu feat (CALMED HEART)
LVL15 24.CERO [PRESTIGE]
25.GREATER HOLLOW WITHIN
LVL16 26.Any one Release or Flash step feat
LVL17 27.ETERNAL MASK [PRESTIGE]
LVL18 28.PERFECT HOLLOW WITHIN
29.SEALED FORM
LVL19 30.RESURRECCIÓN
LVL20 31.HIERRO
LVL21 32.SONIDO
33.FAST HEALING [EPIC]
LVL22 34.GARGANTA
LVL23 35.RESURRECCION: SEGUNDA ETAPA [PRESTIGE]
Bonus
Stat Increases
4: +2 con
8: +2 con
12: +2 con
16:
20:
Bonus +2 Con
Hollow Growth powers
1
2
3
4
5
6
7

Heartless Acolyte
Some beings become hollows when they die, some evolve powers that seem hollow-li
ke in nature. Others, use hollows in rituals to bind them to their souls gaining
their powers slowly over time.
Prerequisites: Must not already be a Hollow, Alive Feat, Spellcraft 8+ Ranks,
1 BIND THE HOLLOW [PRESTIGE]
You bind a hollow to your soul, gaining 1 Hollow Growth power that does not chan
ge your physical appearance. You also gain +1 natural armor per 2 hollow growth
powers you gain (Minimum +1), and +2/- Damage reduction that stacks with all oth
er types of damage reduction. You are forever considered a hollow for effects th
at only effect hollows, and gain a +2 bonus to your Constitution score.
2 Bonus Feat or Bonus Hollow Growth Power
3 HEARTLESS APOTHESIS [PRESTIGE]
The Heartless Acolyte gains an additional 2 Hollow Growth Powers and gains the a
bility to soul crush their opponents once per day without rolling. The differenc
e in rolls is counted as being the character level of the Heartless Acolyte + Ch
arisma modifier. Also, the target must make a will saving throw (DC 12 + Acolyte
's Character Level + Charisma Modifier) or be stunned for 1d4 rounds.
4 Bonus Feat or Bonus Hollow Growth Power
5 HOLLOW TRANSMOGRIFICATION [PRESTIGE]
The Heartless Acolyte gains an additional 2 Hollow Growth Powers and gains Fire
and Cold resistance 10. They fully become hollows, and may take the Hollow feat
regardless of their race to increase the number of hollow growth powers they hav
e. They still gain the bonus of the Alive feat, and, like Substitute Soul Reaper
s are alive, and must use a method of Separating their soul from their body to a
ctivate any hollow growth powers gained after this level.

Vizard
Prerequisites:
Feat: Hollow Within, Will save 10+ rank special: Must have faced and subdued the
inner hollow.
1- MASKED WARRIOR [PRESTIGE]
When downing his hollow mask (a move action), the Vizards summon the Hollow Insi
de to use its power, much like when a Shinigami releasing his Zanpakuto. While m
asked, the Vizard benefits from a enhancement bonus to strength and dexterity eq
ual to his character level. The Mask can be maintained for Character level+Con b
onus/ rounds per day, and may be spread over multiple uses.
2- Any one Character or Reiatsu feat
3- CERO [PRESTIGE]
The Vizard can unleash a condensed burst of energy in a 60-foot line that deals
1d6 damage per character level. Targets may make a reflex save (DC 12+ character
level + constitution modifier) for half damage. This ability may be used once e
very 1d4 rounds.
4- Any one Release or Flash step feat
5- ETERNAL MASK [PRESTIGE]
The Vizard learns to keep his mask downed for much longer. The Mask can be maint
ained for Character level+Con bonus/ minutes per day, and may be spread over mul
tiple uses.

HOLLOW WITHIN [CHARACTER, SOUL] *


Prerequisites: Constitution 13+, Must have been attacked by a Hollow, injured an
d survived.
Benefit: Your soul's awakening not only released your inner power but also a dar
ker being that lurks behind your eyes. Whenever you are weakened enough, your Ho
llow Within tries to take control of your actions to wreak havoc to your surroun
dings.
Whenever you are disabled, be it by hp loss, poison or magical effect, you must
make a will save against a DC equal to 15+your level+CHA bonus. If you fail this
check, you are healed to 33% HP (if you were lower than this) and instantly fly
into a Berserker Frenzy :
You gain +6 Str & an extra attack each round at highest bonus when making a Full
Attack Action (which doesn t stack with Haste) for 3 + Constitution modifier roun
ds. During this time, you have a 4 penalty to Defense rolls. While Frenzying, you
must attack if at all possible (including allies if there are no enemies left).
To end a Frenzy early requires a Will save vs. DC 20.If you take damage from an
attack, trap, spell, etc.,you must make a Will save vs. DC (10 + damage taken si
nce your last round) to avoid entering Frenzy if you have any left on your next
round. Frenzying is a Free Action & its bonuses can stack with those from Raging
.
At the end of the Frenzy, you are Fatigued for the rest of the encounter. If you
also Raged, then when both are over, you are Exhausted.
Special : Once in the Vizard, Geist Der Rache, or Hollowcaster Prestige Classes
, you no longer check for frenzy, but can choose to enter it or not.
Special: The GM should assign a proper amount of Hollow Growth powers to the Hol
low Within which are released when it completely takes over.
IMPROVED HOLLOW WITHIN [CHARACTER, SOUL]
Prerequisites: Hollow Within, Alive, Masked Warrior
Benefit: While you have your hollow mask activated you gain the following benefi
t. Whenever your hit points drop below one half your maximum, this feat activate
s. You gain +4 to Strength and a +2 bonus on protection skill rolls. You also in
crease your damage reduction by one quarter of your level (rounded down). There
is no limit to the number of times per day this is activated, and you cannot end
this effect voluntarily, but it is deactivated if you rise above one half hit p
oints, go unconscious, combat ends or you die.
ADVANCED HOLLOW WITHIN [CHARACTER, SOUL]
Prerequisites: Hollow Within, Alive, Masked Warrior, Improved Hollow Within
Benefits: Your bonuses given by Improved Hollow Within improves to read as follo
ws. +6 to Strength, +3 to Protection Skills, +1/3 your level to Damage Reduction
.
CALMED HEART [CHARACTER, SOUL]
Prerequisites: Hollow Within, Alive, Masked Warrior, Improved Hollow Within.
Benefits: You may end your hollow within improvements voluntarily, you may also
make a DC 30 Concentration check to activate it while you do not meet the prereq
uisites. If activated in this manner, it lasts 3 + Constitution Modifier in roun
ds, and you are fatigued afterward until the end of combat.
GREATER HOLLOW WITHIN [CHARACTER, SOUL]
Prerequisites: Hollow Within, Alive, Masked Warrior, Improved Hollow Within, Adv
anced Hollow Within
Benefits: Your bonuses given by Advanced Hollow Within improve to read as follow
s. +8 to Strength, +4 to Protection Skills, +1/2 your level to Damage Reduction.
PERFECT HOLLOW WITHIN [CHARCTER, SOUL]
Prerequisites: Hollow Within, Alive, Masked Warrior, Improved Hollow Within, Adv
anced Hollow Within, Greater Hollow Within
Benefits: Your bonuses given by Greater Hollow Within improve to read as follows
. +10 to Strength, +5 to Protection Skills, and an amount of Damage Reduction eq
ual to your level.
Living Shinigami (Soul)
Prerequisites: Alive Feat
Benefit: When in human form, you can gain part of your shinigami abilities.
Special: If you are in human form, you can use your shinigami powers, but your e
ffective level for determining Zanpakuto damage, Shunpo range (but not maximum p
er day), and any other ability that their saves and damage are dependent on leve
l, are halfed. rounding down on uneven level. You still have the Human Body (Ali
ve Shinigami) ability. You Zanpakuto is not with you at all times, and in order
to use your Zanpakuto (and it's abilities), you must spend a move action that pr
ovokes an attack of oppritunity to summon it from your soul. It materializes in
your hand.
Sealed Zanpakuto Ability
Benefit: Choose one Shikai ability you can take. You benefit from that Shikai ab
ility while you do not have your Shikai on, but you still benefit from it while
in Shikai.
Special: This feat can be taken by someone with the Sealed feat. This feat can b
e taken at most three times, each time you choose a different Shikai ability. Yo
u cannot choose a Shikai ability that has a different Shikai ability as a requir
ement with this feat (But you can use the abilities gained with this feat toward
s requirements for abilities when you have your actual Shikai active.) These abi
lities are not doubled when crafting a Bankai.

Bakkotou Wielder
Prerequisites
Shinigami Feat
Shikai
Spellcraft 6+ Ranks
Exclusive Constant Release, Greater Constant Release.
1 BAKKOTOU [PRESTIGE]
Your Zanpakutou is forever changed into a Bakkotou. The spirit within is now a h
ollow, with no chance at redemption. It wants nothing more than to consume spiri
t energy, and does so with every swing. Every time you kill an opponent, one poi
nt goes into your Bakkotou as a Soul Charge. When you gain 10 or more Soul Charg
es, your Bakkotou gains a Hollow Growth Ability. This can only be a Monstrous Fe
at, Scent, or a Supernatural Ability, which it confers to it's wielder. In excha
nge, when a Hollow Growth Ability is gained, the user must make a Fortitude Savi
ng throw (DC 12 + The total number of Hollow Growth Abilities gained thus far) o
r take 1d4 points of permanent Constitution drain. If the Fortitude Saving throw
fails, the wielder must make a Willpower Save with the same DC as the Fortitude
save, or take 1d4 permanent Wisdom drain. If either ability becomes 0, the Bakk
otou wielder dies, and is sucked into the Bakkotou, and the weapon itself gains
an extra Hollow Growth Ability and becomes dormant waiting for the next user. In
all other ways, the Bakkotou is a Zanpakutou except that you cannot take Bankai
or Constant Release feats with a Bakkotou. A Bakkotou begins with 1 Hollow Grow
th Power that it can legally take per point of Charisma Bonus of the wielder. (M
ax 3, Min 1)
2 Any Base or Character Feat
3 BAKKOTOU RESILLIANCE [PRESTIGE]
Through trial and error, and surviving the harrowing trials the Bakkotou places
on you, you have steeled yourself to the malevolent spirit of the Bakkotou. You
now only make a saving throw once every two Hollow Growth Abilities gained. You
also gain a bonus to your saving throws equal to your Charisma Modifier.
4 Any Base or Soul Feat
5 BAKKOTOU FINAL RELEASE [PRESTIGE]
The Bakkotou version of Bankai, this is a combination of Bankai and Resserrectio
n. For one round per (Level + Constitution Modifier) per day, you may release yo
ur Bakkotou's full power. Doing so you gain a number of Physical Alteration Holl
ow Growth abilities or Combat Manuver Hollow Growth Abilities equal to your Bakk
otou's other Hollow Growth Abilities. You take on a chitinous Arrancar appearanc
e, but your sword is still available to you with all it's abilities still intact
.

Arrancar
Prerequisites:
Unarmed attack bonus 12+, Cero Hollow Growth Power and One Special Hollow Growth
power
Special : Must have had his mask removed either by exposition to the Orb of Dist
ortion, or by his own free will after having feasted on the flesh of an Adjucha
of maximum potential (Level 5, Hollow Level 18+ or Arrancar Level 1+, Cazador Le
vel 1+)
1- SEALED FORM [PRESTIGE]
The physical Hollow powers acquired via the Hollow Growth ability are sealed in
an arrancar's Zanpakuto. Their Zanpakutou is sealed as the feat, and cannot be a
wakened without the taking of the Unleashed feat. Only hollow growth powers gain
ed before becoming an Arracar are sealed.
2- RESURRECCIÓN [PRESTIGE]
When Releasing his true Hollow form (a standard action), an Arrancar gains an im
mense boost to its Hollow powers. During Resurrección, the Arrancar benefits from
an enhancement bonus to strength, dexterity and constitution equal to twice his
number of Hollow Growth powers released in the transformation.
An Arrancar's Resurrección lasts for one minute per constitution bonus points per
day. Its total time may be spread amongst as many uses as needed.
3- HIERRO [PRESTIGE]
The Arrancar adds her Constitution bonus (if any) to her AC as a natural armor b
onus.
4- SONIDO [PRESTIGE]
An Arrancar travel at incredible speeds when using the Flash Step skill. They ar
e always treated as having used the Flash Step skill as a swift action regardles
s of their roll. Also, they add their wisdom modifier to their Flash Step roll.
5- GARGANTA [PRESTIGE]
Once per day you may create a Gate as per the spell, with a spellcaster level eq
ual to your character level, and the following restrictions. One of the Gate exi
ts must be the Hueco Mundo, and the creature you can call through the Gate must
be one of its denizens.

FAST HEALING [EPIC]


Your body's ability to mend itself over time has become uncannily trained. Gapin
g wounds that would kill a great warrior leave hardly a scar on you.
Prerequisite: Con 25.
Benefit: You gain fast healing 5, or your existing fast healing increases by 5.
This feat does not stack with fast healing granted by magic items or nonpermanen
t magical effects.
Special: You can gain this feat multiple times. Its effects stack. Each Time you
take it the Con required is increased by 5.
Arch-Arrancar
Prerequisites
Hollow Feat, Arrancar Level 5
Character Level 21+
1 - RESURRECCION: SEGUNDA ETAPA [PRESTIGE]
The second stage of Arrancar release abilities, the Ressurreccion: Segunda Etapa
, or Second Step of Ressurrection, gives the Arch-Arrancar an incredible power b
oost, multiplying the original Ressureccion boost by one and a half, and adding
the Arch-Arrancar's Constitution Modifier to his Damage Reduction and Natural Ar
mor. A Arch-Arrancar may hold this form for one round per (Character Level + Con
stitution Modifier) per day.
2 One Hollow Growth Power (May also look at the chart below) or Feat
3 CERO OSCURAS [PRESTIGE]
Immense in power, the Cero Oscuras functions as a basic Cero that has been inten
sified. The cero oscuras can be used Once per day per 10 character levels of th
e Arch-Arrancar. Once per Week, the Arch-Arrancar may twice Widen the line creat
ed by the Cero, but this leaves him fatigued after use.
4 One Hollow Growth Power (May also look at the chart below) or Feat
5 HYPER-EVOLUTION [PRESTIGE]
Creatures of chaos, and change, Vasto Lordes have the unique ability to instantl
y evolve and adapt to attack forms used on them. Whenever an attack form is used
on a Arch-Arrancar, with the exception of Slashing, Piercing or Bludgeoning dam
age, the Arch-Arrancar can make a Fortitude Save DC (Enemy Hit Dice + Enemy Cons
titution Modifier + 20). If they succeed, they become immune to that attack form
for one round per point of Constitution Modifier. This ability may be used 3+In
telligence Modifier times per day.
6 One Hollow Growth Power (May also look at the chart below) or Feat
Arch-Arrancar Hollow Growth Powers
7 OVERWHELMING MALEVOLENT AURA [PRESTIGE]
Anywhere a Arch-Arrancar goes, living energy seems to wither. In a radius of 100
feet around the Arch-Arrancar, all living creatures, and Shinigami must make a
Fortitude Save DC (20 + One Half the Arch-Arrancar's HD + The Arch-Arrancar's Ch
arisma Modifier) or take 1 negative level per 10 hit dice of the Arch-Arrancar.
This never results in actual level loss, but persists as long as the creatures a
re in the aura. If this level loss would make a creature's level hit 0, the crea
ture must save vs Massive Damage or be instantly slain, and his soul absorbed in
to the Arch-Arrancar giving the Arch-Arrancar 5 temporary hit points.
Elemental Immunity
Increased Vitality
Empower Spell-Like Ability
Maximize Spell-Like Ability
Elemental Mastery
Supernatural Transmogrification
Ability Enhancement

Elemental Immunity: The Arch-Arrancar gains Reisistance 50 to a natural element


(Fire, Ice, Electricity, Acid or Sonic) If the Arch-Arrancar already has resista
nce to the element chosen, it heals one hit point for every three hit points of
damage from that element that failed to over come the resitance. If chosen again
, this becomes one hit point per two damage, and if chosen a third (or fourth) t
ime, it becomes direct healing
Increased Vitality: Choose one of the following effects. You gain that effect fo
r your character. You may take this hollow growth power multiple times, if you c
hoose the same bonus more than once, the effects stack.
Increased Health: If you do not have the Blooded feat, you gain it's effects. If
you do, add 4 to the hit points you gain per level.
Increased Skill: If you do not have the the Seasoned feat, you gain it's effects
. If you do, add 4 to the skill bonus you gain.
Increased Power: If you do not have the Enlightened feat, you gain it's effects.
If you do, add 4 to the spell points you gain per level.
Increased Reactions: Gain a +4 to your Reflex Skill
Increased Heartiness: Gain a +4 to your Fortitude Skill
Increased Mind: Gain a +4 to your Willpower Skill
Increased Flurry: Gain a +4 to your Unarmed Attack Skill
Increased Attack: Gain a +4 to your Weapon Attack Skill
Increased Aim: Gain a +4 to your Ranged Attack Skill
Empower Spell-Like Ability: A Arch-Arrancar can apply the Empower Spell feat to
one of its spell-like abilities that it can use twice per day. If the Arch-Arran
car has limited use of the spell-like ability, the empowered ability uses up two
uses of the ability. If the Arch-Arrancar can use the ability at will, there is
no cost for empowering the ability. The Arch-Arrancar does not need to specify
a spell-like ability when it chooses this feat; it can apply the feat to any spe
ll-like ability it possesses.
Maximize Spell-Like Ability: The Arch-Arrancar can apply the Maximize Spell feat
to one of its spell-like abilities that it can use three times per day. If the
Arch-Arrancar has limited use of the spell-like ability, the maximized ability u
ses up three uses of the ability. If the Arch-Arrancar can use the ability at wi
ll, there is no cost for maximizing the ability. The Arch-Arrancar does not need
to specify a spell-like ability when it chooses this feat; it can apply the fea
t to any spell-like ability it possesses.
Supernatural Transmogrification: Choose one Spell-Like ability you possess. This
ability becomes a Supernatural ability and is usable at will every 1d4+1 rounds
. You may no longer effect this ability with the Hollow Growth Powers Maximize Sp
ell-Like Ability or Empower Spell-Like Ability
Ability Enhancement: Choose one of your Statistics. It gains a bonus equal to on
e half the number of Hollow Growth Powers you have. This ability can only be cho
sen once per Statistic (IE only once for Strength, once for Dexterity, etc) and
once chosen, the bonus increases by 1 per 2 Hollow Growth Powers.
8 One Hollow Growth Power (May also look at the chart above) or Feat
9 UNDYING MALEVOLENCE [PRESTIGE]
Nearly a god unto itself, the Arch-Arrancar has perfected it's ability to use it
's second release. Double the amount of time the Arch-Arrancar may use it's seco
nd release form.
10 One Hollow Growth Power (May also look at the chart above) or Feat

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