Keyblade Wielder Ally: Vizard (3.5e Other)

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Table: Vizard

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Cero Points/day
Fort Ref Will
1st +0 +0 +2 +0 Hollow Mask, Cero 1d4, Zanpakuto 5
2nd +1 +0 +3 +0 6
3rd +2 +1 +3 +1 Fly 7
4th +3 +1 +4 +1 Cero 2d4 8
5th +3 +1 +4 +1 9
6th +4 +2 +5 +2 Splitting Cero 11
7th +5 +2 +5 +2 13
8th +6/+1 +2 +6 +2 Cero 3d4 14
9th +6/+1 +3 +6 +3 15
10th +7/+2 +3 +7 +4 Shikai, Weapon Ability 17
11th +8/+3 +3 +7 +3 Concentrated Cero 18
12th +9/+4 +4 +8 +4 Cero 4d4 20
13th +9/+4 +4 +8 +4 21
14th +10/+5 +4 +9 +4 23
15th +11/+6/+1 +5 +9 +5 24
16th +12/+7/+2 +5 +10 +5 Cero 5d4 26
17th +12/+7/+2 +5 +10 +5 27
18th +13/+8/+3 +6 +11 +6 29
19th +14/+9/+4 +6 +11 +6 30
20th +15/+10/+5 +6 +12 +6 Bankai, Bankai Power, Cero 6d4 32

Class Skills ( 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex),Climb (Str), Diplomacy (Cha), Jump (Str), Swim (Str), and Tumble (Dex).

[edit] Ally Features

Cero: A vizard can fire a sphere of energy with a range of 50ft. (Any solid color, once chosen cannot be changed, this has no purpose other than asthetic appeal) that deals 1d4 damage and consumes 1 Cero Point. At higher levels Vizards gain more powerful versions of this ability. This Increases to 2d4 at lv 4, 3d4 at level 8, 4d4 at lv 12, 5d4 at lv 16, and 6d4 at lv 20.

Hollow Mask: Every vizard has their own hollow mask that was attained upon first hollowfication. This mask grants the vizard a +3 bonus to strength or wisdom and increased the damage die of cero blast to double their normal strength ie 1d4 becomes 2d4. engaging the mask can be done as a free action. The vizard can retain this mask for a period equal to 3 rounds + Charisma Modifier + 1/2 Vizard level rounded up per day. At level six the mask's bonus is increased to +5. At level ten the mask's bonus is increased to +7. The bonus is increased to +9 at level 15. Then increased to +12 at level 20.

Zanpakto: At 1st level a Vizard receives a masterwork weapon to bond with, typically a katana. This weapon will become the physical base for all Shinigami powers beyond spellcasting. Each Zanpaktou has a special name, and as the Vizard levels, he will eventually become aware of it and bring it to a sort of sentience.

Fly:The Vizard gains a flight speed equal to their base land speed.

Splitting Cero: At level 6 the Vizard has the ability to cause one of their cero blast into two separate blast each with half of the original's damage dice. Splitting a cero takes no additional energy and may be done as a free action once the initial cero is airborne. The split cero may then be directed at two separate targets so long as they are within the range of the remainder of the distance that the cero has yet to travel up to it's maximum distance. This may only be performed once every 1d4+1 rounds.

Shikai: At 10th level, after a ritual which takes 24 hours of meditation, the name of the zanpaktou becomes known to the Vizard, and he can unlock its true form. With a move action the weapon transforms, sometimes into an entirely different weapon. It retains any still valid enchantments placed upon the original, as well as any feats such as Weapon Focus still operating, even if the weapon type changed. A zanpaktou can stay in Shikai form for 1 minute per class level and can be activated as many times per day as 1 + Wis modifier (minimum 1).

In shikai form the weapon deals damage as if one size category higher. Also, many special abilities require the shikai form to be displayed.

There is a feat which allows your shikai to be out permanently.

Weapon Ability: At 6th level and every four levels after, a battle shinigami develops a new ability as he unlocks his weapon's true power. When first chosing a special power you specify which type of zanpaktou you have. This choice will alter which special abilities are available and the nature of his bankai later on. The types of zanpaktou are Booster, Defensive, Elemental, Environmental, Healing, Kido, Summon and Weapon types. These powers are only in effect while in shikai or bankai.

Booster (Su): At 6th level, the Vizard recieves a +2 competence bonus to one ability score chosen when taking this ability. At 10th level, the Vizard may apply a second +2, stacking either with the same ability score or a new one. At 14th level, the Vizard may apply another +2 to one of his scores. At 18th level, he may apply one last +2 bonus to one of his ability scores.

Defensive (Su): At 6th level, you gain a +2 sacred bonus to AC. At 10th level, you gain a +2 sacred bonus to saves. At 14th level, you gain another +2 sacred bonus to AC. At 18th level, gain another +2 sacred bonus to saves.

Elemental (Su): At 6th level, choose an element (fire, cold, electricity, or acid). Your weapon now deals 1d6 extra damage of that element. At 10th level, the bonus rises to 2d6. At 14th level, the bonus rises to 3d6. At 18th level, the bonus rises to 4d6. The damage stacks with the various elemental enchantments for weapons.

Environmental (Su): At 6th level, the Vizard is under the effect of a pass without trace spell. At 10th level, the weapon alters the environment via illusion or some manner, granting 20% concealment. At 14th level, the Vizard is under the effects of a nondetection spell. At 18th level, environmental alteration increases the concealment to 50%. True Seeing bypasses the concealment, but methods that rely on mundane means such as blindsight do not pierce the concealment. The concealment does not stack with that of Blur, Displacement, or similar spells.

Weapon (Su): At 6th level, you gain +1 to your attack roll. At 10th level, you gain +1 to your weapon damage. At 14th level, you gain +1 to your attack roll again. At 18th level, you gain +2 to your weapon damage again. All of these benefit stack with the Weapon Focus/Weapon Specialization chain of feats.

Concentrated Cero:Begining at level 11 the vizard may charge their cero blast to increase the effectiveness of their abilities. This concentrated blast deals your cero's base damage plus an additional 1d6 for every extra point focused into the blast. Using this ability is a full round action and a concentrated cero may not be split by the Splitting Cero class ability. Concentrated Cero may only be used every 2d4 rounds.

Bankai The final transformation of the zanpaktou is a strenuous process. After a week long ritual of meditation and fasting, you must face the manifestation of your weapon's spirit in mental combat, making a DC 24 Will save. Failure means you take 5d6 points of nonlethal damage and you are exhausted. Success means you have unlocked Bankai.

You may unleash your Bankai as a full-round action. It lasts for 1 round/class level and can only be performed 1/day. Bankai's vary greatly, depending on the type of weapon you selected with your special abilities. (See below for details on Zanpaktou and Bankai).

Bankai Power: At 20th level you have gotten a hold of your bankai powers and develop a devestating special attack. You may choose from the list below, each power can only be performed in Bankai, and each only 1/day.

Blade Beam (Su): You release either a 120 ft. line or a 60 ft. cone of energy from your weapon, dealing 1d8+1 damage per shinigami level you possess. The Reflex save for half is 10 + 1/2 shinigami level + Cha.

Blitz Attack (Su): You unleash a flurry of blows, and may take two full round actions worth of attacks in a single full round action. Activating his power is a swift action.

Curse Zone (Su): All enemies within 60 ft. of you suffer from your baleful aura, resulting in -4 to all attacks, skill checks, and saving throws, It invokes a Will save for partial, DC 10 + 1/2 shinigami level + Cha. A successful save results in only a -2 penalty. It lasts for the remaining duration of your bankai.

Deathless (Su): Your will refuses to allow you to die. You may ignore the penalties of being at 0 hp or below, fighting on far into the negatives for 3 rounds, after which you must make Fortitude saves vs death with the DC equal to 10 + damage in the negatives. Abilities which destroy your body (such as Disintegrate) or kill you without hp damage (such as bringing your Con to 0 or Finger of Death kill you as normal. You may activate this power as an immediate action.

Power Blow (Su): All your effort goes into a single devastating attack, dealing your normal damage plus 5 extra damage per shinigami level. If you miss your melee attack, the attempt is lost.

Power Surge (Su): With a surge of energy you power up, gaining +8 to a single ability score of your choice. It lasts for 1d4+1 rounds, after which you are fatigued. You may activate this power as a swift action.

Toxic (Su): Choose an ability score for your poison to affect. As part of a melee attack you may activate this, dealing 2d6 points of ability damage to the ability score you chose on a successful attack. If you miss, the ability is not lost for the day.


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