Hollow Growth Powers

Below are the various powers that Hollows may choose from. Remember, certain powers rely on your choice of attack when you first took the Hollow. You may not take any of these powers more times than one-third of your level (rounded down). All powers here are marked with the [Hollow growth Power].

Air Gate
Prerequisite: Cero, 20 Strength

Benefit: You're capable to literally tear open a hole in reality between worlds before you step through, this process takes a total of 1 minute and this portal opening is visible on the other side as are you until the portal is completely ripped open. As such you can be attacked by anyone on the opposite side, you cannot defend yourself and thus you're considered flat-footed. This method of travel is not precise and you can only specific a point of arrive with roughly a 1-mine accuracy.

Aquatic
Prerequisite: Hollow

Benefit: The hollow is an aquatic creature, equipped with gills, flippers and other such underwater adaptations. The hollow gains water breathing as an extraordinary ability, and gains a swim speed equal to their land speed. this feat may be taken multiple times, each time increasing the hollow's

swimming speed by their base land speed. This ability is physical, but is not sealed when you gain Sealed form.

Bala
Prerequisites: Hollow, 2 or more attacks

Benefit: The hollow gains the ability to fire two quick blasts of spirit energy that deals damage equivalent to their claw or unarmed attack. A Bala is a touch attack with a range of 100 feet. Firing it is a standard action. This ability may be taken multiple times, each time gives another attack with

the bala when used. The amount of bala fired cannot exceed the hollow’s attacks per round. This ability is supernatural

Bite Attack
Perquisite: Hollow

Benefit: You gain a bite attack appropriate to your size (Small - Medium: 1d6, Large: 1d8, etc). This bite attack adds a bonus damage equal to your unarmed damage source. This ability is physical.

Bizzare
Perquisite: Hollow

Benefit: The form of a Hollow with this power has become utterly bizarre and alien. Choose one of the following monster type to replace the basic humanoid type: Abberation, Construct, Dragon, Elemental, Magical Beast, Ooze, Plant, Undead, Vermin. Only type traits apply (See Friends and Enemies Section). This ability is physical.

Bottomless Stomach
Prerequisites: Hollow, Swallow Whole

Benefit: You may, as a standard action, you may swallow willing creatures and unattended objects of any size. This does not increase your weight at all and does not weigh anything to you. Retrieving an item from your stomach is a move action that does not provoke an attack of opportunity. Those swallowed by this power do not and cannot take damage unless you are disintegrated. You cannot suffocate while within a bottomless stomach. Someone using bottomless stomach does not gain the benefits of Consumption or Devour. You can take damage from things in your stomach if the object would deal damage to you. This ability is supernatural.

Burrowing
Prerequisite: Hollow

Benefit: The hollow gains a burrowing speed equal to ½ of it's land speed. this ability may be taken multiple times, each time increasing the speed by an extra 1/2 land speed.

Caustic Blood
Prerequisite: Energy Resistance 30 with the element chosen.

Benefit: When struck in melee combat, the striker is subject to 2d6 points of damage of your elemental type. This may be taken multiple times to increase the damage by 2d6. This ability is supernatural.

Cero
Prerequisite: Hollow, 100+ Reiatsu

Benefit: This attack allows the hollow to unleash a condensed burst of energy in a 60ft line that deals 1d6 damage per 100 Reiatsu in your pool maximum. This costs 50 Reiatsu + 30 Reiatsu per d6 of damage you wish to deal on top of the initial source. Targets may make a reflex save (DC 10 + Character Level + Hollow’s primary ability modifier) for half damage. This ability may be used once every 1d4 rounds. This power marks you as a Menos ranked Hollow, and prey for any hollow attempting to climb the food chain. This ability is supernatural.

Cero Bocanada
Prerequisites: Cero

Benefit: You may choose to fire your Cero as a 30 foot burst centered within medium range (100 feet + 10 feet per level). This ability is supernatural. You may only us one ceroshape ability per cero use.

Prerequisite: Hollow, 100+ Reiatsu, Exclusive Cero
Benefits: Whenever the hollow would be subject to a line effect, they may attempt to make a fortitude save instead of a reflex save. Should they succeed, they absorb the line effect and fire it back adding 1d6 damage per 200 reiatsu to the effect and the save increases from the original by your own spellscore modifier. Using this ability causes the user to become exhausted till the end of combat. This ability is supernatural

Special: This ability counts as Cero for feat prerequisites and prestige paths

Cero Metralleta
Prerequisites: Cero, Ressurecion

Benefit: You may choose to fire one Cero per character level in a single turn. Each however does only 2d6 instead of the normal [1d6 per 100 Reiatsu]. For each target, total the damage before applying it to damage reduction. Firing this in it's entirety is a full-round action. This ability is supernatural. You may only us one ceroshape ability per cero use.

Cero Seccion
Prerequisites: Cero

Benefits: You may choose to fire your Cero as a ray with a range of 250ft. This ability is supernatural. You may only us one ceroshape ability per cero use.

Cero Sincretion
Prerequisites: Hollow, Cero

Benefits: By adding another person's Cero to your own, you can increase it's power. Increase the d6's of damage by 1 per 200 reiatsu in the lower hollow's pool (round down). (IE If one person has a pool of 1,000 and the other has a pool of 800, the Cero Sincretio would deal 14d6 damage.) This attack requires a readied action by the two people firing it. You can only have one Ceroshape on a cero at  one time. This ability is supernatural.

Consumption
Perquisite: Hollow

Benefit: Whenever a Hollow performs a coup de grace on an opponent, he can choose to consume the opponent’s soul and gain a 10% XP bonus on the encounter (This portion of the power only works once per consumed). The Hollow is also healed up to its fallen enemy's constitution score in HP. This ability is physical.

Crunch
Perquisite: Hollow

Benefit: Perquisite: Must have chosen Unarmed Strike and not Claws. If the hollow hits with two or more unarmed attacks, the hollow may deal extra damage. The second attack deals an additional 2d6 +STR bonus points of damage. This ability is physical.

Deflection
Prerequisites: Hollow

Benefit: This gives the Hollow’s hide the ability to deflect ray or line attacks once/encounter as an immediate action, casting them harmlessly aside. This ability may be taken multiple times, it gives an additional use per encounter. This ability is supernatural

Descorrer
Prerequisites: Hollow, character level 10th.

Benefit: With a simple hand gesture the hollow can force a Garganta pathway to open up, allowing the hollow and companions to step between worlds like with Air Gate. However it only takes 1 standard action to cast, then 2 full-rounds for it to form. The pathway remains open for as long as the caster wishes it to, even to the extent that it may risk people following.

Elemental Hands
Prerequisite: Hollow

Benefit: You may use a standard action to activate this power. After activation, you deal an additional +2d6 damage of the appropriate type(Acid, Cold, Electricity, Fire, Force, Sonic or Water). You may take this two additional times to gain +2d6 damage of the appropriate type each time. This ability is physical.

Energy Resistance
Perquisite: Hollow

Benefit: The hollow gains 10 resistance to either fire, cold, lightning, acid, sonic, force or water. This ability may be taken multiple times. Each time gives either a new resistance or stacks with an existing resistance. This ability is supernatural

Enhanced Speed
Prerequisites: Hollow

Benefit: This ability increases the Hollow’s base movement and fly speed (if applicable) by 10 and 20 feet respectively. This may be taken multiple times. This ability is Supernatural

Extra Limb
Perquisite: Hollow

Benefit: The hollow gains an extra limb. They can gain another leg, increasing their movement by 5 feet per extra leg, an extra arm/tentacle, giving them another unarmed or claw attack, a tail, giving them a tail attack (1d8), or a wing (1d4). One wing gives the hollow a wing buffet attack. Two wings also grant the hollow the ability to fly at twice their land speed with poor maneuverability. The attacks gained through this power gains additional damage based of your unarmed damage source. This ability is physical.

Fast Healing
Prerequisites: Hollow

Benefit: The Hollow gains Fast Healing 3. This ability may be taken multiple times, the benefits stack. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning. The Hollow cannot gain immunity to either of these energy types, and any existing immunity to the energy types are effectively negated. If you already have an Immunity to the chosen energy types, you may reallocate your elemental immunity. This ability is physical.

Glamorous Cero
Prerequisite: Hollow, Cero

Benefit: You may choose to fire your Cero in a 30 foot cone instead of the 60 foot line. This ability is supernatural. You may only us one ceroshape ability percero use.

Ground and Pound
Perquisite: Hollow, Must have chosen Unarmed Strike and not Claws.

Benefit: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the Ground and Pound ability usually gains two additional unarmed attacks that it can use

only against a grappled foe. Ground and Pound attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A Hollow with the ground and pound ability must begin its turn grappling to use its ground and pound—it can’t begin a grapple and ground and pound in the same turn. This ability is physical.

High Speed Regeneration
Perquisites: Hollow, Regeneneration

Benefit: Instead of 1hp/3 character levels, your regeneration becomes 2hp/3 character levels. This ability is physical.

Improved Hollow Flight
Perquisite: Hollow, 2 Wings

Benefit: This requires wings for the hollow to take. Increase the hollow’s base flight speed by 5 feet and its maneuverability by one step. If the hollow has perfect maneuverability, instead increase the flight speed by 10 feet. This ability is physical.

Improved Grab
Perquisite: Hollow

Benefit: Select either unarmed strike or a natural attack the hollow possesses. If they hit with that attack, they can immediately initiate a grapple with any opponent up to one size category smaller than them as a free action without provoking an attack of opportunity. This ability is physical.

Increased Size
Perquisite: Hollow

Benefit: Increase the Hollow’s size category by one step. (Check Bestiary) This can be taken multiple times. It's effects stack. This ability is physical. The Hollow’s ability scores change along with the other size modifiers as opposed to the Anthropomorphic feat and Child feat.

Increased Natural Armor
Perquisite: Hollow

Benefit: The Hollow gains +3 natural armor. This ability is physical.

Infinite Slick
Prerequisite: Hollow

Benefit: As a standard action you may coat a five foot area/4 levels with Slick. Anyone standing in that square must make an acrobatics check or fall prone. You may move on your slick without the balance check and may choose to slide across it in a straight line that does not count against your movement total. This ability is supernatural

Magic Fang
Perquisite: Hollow

Benefit: The Hollow gains a +1 enhancement bonus to any of their unarmed strikes and natural attacks. This ability can be taken multiple times, but no one natural attack can have more than a +5 enhancement bonus. This ability is supernatural.

Merging
Prerequisites: Hollow

Benefit: As a full round action you may fuse with another hollow who is willing. The one not initiating the fusion adds their modifiers as a bonus to the initiator's statistics, they become one being. Ending the merger is a standard action. If the merged being dies, both hollow die. While merged you gain the Slippery mind feat as a bonus feat and take 2 less penalty for fighting with 2 weapons. You can only merge with one hollow at a time. This ability is supernatural.

Muda
Benefit: You and up to your Spellscore modifier of allies are made invisible. Also, that same number of allies has their Reiatsu completely hidden. This lasts until one of you makes an attack against an enemy, or an enemy uses the Reiraku Hunter feat with a DC 50 to track you down. This ability is Supernatural.

Permanency
Prerequisites: Hollow

Benefit: This gives the Hollow a permanent spell effect. Any spell under the Wizard spell “Permanency”. This ability is supernatural

Pounce
Perquisite: Hollow

Benefit: When a creature with this special attack makes a charge, it can follow with a full attack—including any extra attack abilities he may have (Rend, Crunch, Ground and Pound, etc). This ability is physical.

Precognition
Prerequisites: Hollow

Benefit: This ability gives the Hollow a +3 insight bonus to AC. This ability can be taken multiple times, its effects stack. This ability is supernatural

Quimera Parca
Prerequisite: Hollow, at least two other Hollows with this ability

Benefit: You and your partners summon a beast of incredible power that requires the sacrifice of the use of your left arms. By sacrificing the use of your left arm, the creature uses the stats, attack ranks, and defenses of the highest level user of this ability +2 to all of the above per other participant (Maximum +20). The first time this ability is taken you gain a rank one construct. Each additional 3

levels increases the rank by 1 culminating at Rank 6. This hollow construct automatically starts with the Bizzare: Construct Hollow Growth Power as listed in Chapters: “Power Choices” and detailed in “Friends and Enemies”. Your Construct begins at Small size and gains one size category per rank; do not modify it's stats. This ability is supernatural.

RANK 1 The character summons a weak construct with: 75 Hit Points, 5 damage reduction, land speed of 30 feet, 2d6 damage in unarmed melee combat, and 2 Hollow Growth Power.

RANK 2 The character summons a average construct with: 150 Hit Points, 10 damage reduction, land speed of 40 feet, 4d6 damage in unarmed melee combat, and 4 Hollow Growth Powers.

RANK 3 The character summons a strong construct with: 225 Hit Points, 15 damage reduction, land speed of 50 feet, 6d6 damage in unarmed melee combat, and 6 Hollow Growth Powers.

RANK 4 The character summons a powerful construct with: 300 Hit Points, 20 damage reduction, land speed of 60 feet, 8d6 damage in unarmed melee combat, and 8 Hollow Growth Powers.

RANK 5 The character summons a very powerful construct with: 375 Hit Points, 25 damage reduction, land speed of 70 feet, 10d6 damage in unarmed melee combat, and 10 Hollow Growth Powers.

RANK 6 The character summons a extraordinarily powerful construct with: 450 Hit Points, 30 damage reduction, land speed of 80 feet, 12d6 damage in unarmed melee combat, and 12 Hollow Growth Powers.

Special: All Hollow growth powers must be chosen the same per rank adding new ones as new ranks are achieved. Once chosen, the abilities cannot be changed.

Rake
Perquisite: Hollow, Must have chosen Claws instead of Unarmed Strike.

Benefit: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A Hollow with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. This ability is physical.

Reflection
Prerequisites: Hollow, Deflection Power

Benefit: This changes one of the Hollow’s uses of Deflection into reflection, causing the ray or line attack to rebound upon its caster and target them instead. The caster’s attack roll is made against the caster’s AC instead of the Hollow’s AC, and the effects are resolved normally. This ability is supernatural.

Regeneration
Perquisite: Hollow

Benefit: Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a rate of 1HP/3 levels per round.

Choose two forms of energy, These energy forms deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The Hollow cannot gain immunity to either of these energy types, and any existing immunity to the energy types are effectively negated. If you already have an Immunity to the chosen energy types, you may reallocate your elemental immunity. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage. Creatures with regeneration can regrow lost portions of their bodies in 1d6 rounds and can reattach severed limbs or body parts instantly. Severed parts die if they are not reattached. Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms that don’t deal hit point damage ignore regeneration. An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage. This ability is physical.

Rend
Perquisite: Hollow, Must have chosen Claws and not Unarmed Strikes.

Benefit: If the hollow hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The second attack deals an additional 2d6 +STR bonus points of damage. This ability is physical.

Scent
Perquisite: Hollow

Benefit: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is

15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC

increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. Water, particularly running water, ruins a trail for airbreathing

creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. This ability is physical, but is not sealed by sealed form.

Spell-like Ability
Perquisite: Hollow

Benefit: The hollow gains a spell-like ability usable once per day per point of wisdom modifier. The spell level must be equal to 1/3 of the character level + INT bonus or lower. This ability can be selected multiple times, adding a use per day, or a new spell-like ability. This ability is supernatural

Special
Perquisite: Hollow, GM Fiat

Benefit: To facilitate unique effects, the GM and the Player may converse about allowing something outside the listed abilities, but within reason. As always, the GM has the final say on what is an acceptable ability. Varies, check with GM.

Summon Lesser Hollow
Prerequisites: Hollow, Telepathy

Benefit: As a standard action you may summon 1d4 (+1d4 per four character levels) lesser hollow. Lesser Hollow have 10 hit points per four character levels and a bite attack that deals 5 damage per four character levels. They may choose to explode as a standard action dealing 5 damage per 5 levels in a 5 foot area per 5 levels that bypasses all damage reduction which instantly kills the lesser hollow. Any lesser hollow caught in the blast radius of another lesser hollow explodes dealing their damage and dying. This ability is supernatural

Super Speed
Prerequisites: Run

Benefit: You may move up to four times your speed when charging, and when you run you move at 10 times your base speed. You may take this multiple times to add 1 multiplier to your charge speed and 2 multipliers to your run speed (IE 4 and 10 would become 5 and 12). This ability is supernatural.

Swallow Whole
Perquisite: Hollow, Improved Grab

Benefit: This requires the Hollow to have the Improved Grab ability with its bite attack. You must have taken the bite attack physical alteration power before this. If it wins its first grapple check, it can establish a hold and attempt to swallow its target on the next round. A successful grapple check allows it to swallow any target at least two size categories smaller than it. Swallowed creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning damage per size category greater than large the Hollow is (huge Hollow do 2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid damage, +4 for each size

category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal Hollow do 16). A swallowed creature can cut its way out using a slashing or piercing weapon to deal 25 points of damage to the Hollow’s gizzard. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The hollow can hold up to 2 creatures two size

categories smaller than it, 4 creatures three size categories smaller than it, 8 creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 creatures six size categories smaller than it, 512 creatures seven size categories smaller than it, and 1,524 creatures

eight size categories smaller than it in its gizzard at one time. This ability is physical.

Swiftness
Prerequisites: Hollow

Benefit: This ability gives the Hollow +4 to initiative. This ability may be taken multiple times, its effects stack. This ability is supernatural.

Telepathy
Perquisite: Hollow

Benefit: A creature with this ability can communicate telepathically with any other Hollow within a 30 yards range. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This ability is supernatural

Thick Hide
Prerequisite: Hollow

Benefit: The Hollow's skin is extraordinarily thick and nearly impervious to damage, increasing their damage reduction by 3/-. This can be taken multiple times, to a maximum of three times.

Trample
Perquisite: Hollow

Benefit: As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal  position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (the creature’s unarmed or claw damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves

to take half damage. The save DC against a creature’s trample attack is 15 + creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. This ability is physical

Vasto Lorde Abilities
Vasto Lorde powers cannot be taken unless a feat or ability grants you the specific ability to take one. All of these abilities are marked with [Vasto Lorde Ability]

Multi-Cero
Benefit: As a full round action make a ranged touch attack against a target within 60' and all enemies within 30' of them this attack deals 3d6 per ranged attack you can make in a round plus 1d6 per 4 your attack roll beats their Defense max 10d6 extra damage. This ability is supernatural.

Full Power
Benefit: Gain 4 shikai and 2 Bankai abilities when you unleash your zanpakutou ( Arrancar ). This ability is supernatural.

Dreadful Wounds
Benefit: Once per day per four character levels, damage from your cero or hollow powers can't be healed by any effect other than natural healing and your attacks over come Regeneration. This ability is supernatural.

Aura of Decay
Benefit: All characters within 30' +10' per 5 character levels take 2 str, dex, and con drain at the beginning of your turn or when they enter your aura. This ability is supernatural.

Spirit Lance
Benefit: Once per day per 4 character levels you may make a touch or ranged touch attack with a 30' range that deals 3d6 per weapon attack the Vasto Lorde can make in a round. This attack ignores all DR the target possess. This ability is supernatural.

Ungodly Healing
Benefit: The Vasto Lorde can increase its Fast Healing by 10 for 3 rounds or it can increase its Regeneration by 5 for 3 rounds once per day per 4 character levels This ability is supernatural.

Inhuman Stamina
Benefit: The Vasto Lorde does not die at negitive half their max hit points, in order to die he must reach his full Hit point total in negative in order to die. The Vasto Lorde will not go unconscious until death. At 0 HP the Vasto Lorde gains + 10 DR, at 1/2 his HP total negative his DR increases again by 5. This ability is extraordinary.