Vasto lord (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Making a Arrancar[edit]

Description: Arrancars are Hollows who have become so powerful they have gained the powers of a Shinigami, their mortal foes. They will now try and use this power to destroy any one who gets in there way of destroying the Shinigami.

Alignment: Any

Races: Any race is capable of becoming a Arrancar ,but first must go through the process of becoming a Hollow. During this time as a Hollow, you must have lost part of your mask. A character must include the history of how it became a Hollow, and how it lost a piece of its mask.

Starting Age: Simple.

Starting Gold: 4d6×10 gp (120 gp).

Table: The Arrancar

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Cero 1d8, Zanpakuto, Hierro +2, Improved unarmed strike
2nd +2 +3 +3 +0 Hollow Abilities
3rd +3 +3 +3 +1 Sonido
4th +4 +4 +4 +1 Cero 2d8, Hierro +4
5th +5 +4 +4 +1 Resurrección special ability
6th +6/+1 +5 +5 +2 +20 speed bonus
7th +7/+2 +5 +5 +2 Hierro +6 | Resurrección special ability
8th +8/+3 +6 +6 +2 Cero 3d8, Air Walk
9th +9/+4 +6 +6 +3 Resurrección special ability
10th +10/+5 +7 +7 +3 Hierro +8, +40 speed bonus Grand king's cero
11th +11/+6/+1 +7 +7 +3 Splitting Cero | Resurrección special ability
12th +12/+7/+2 +8 +8 +4 Cero 4d8,
13th +13/+8/+3 +8 +8 +4 Resurrección special ability, Hierro +10
14th +14/+9/+4 +9 +9 +4 +60 speed bonus, Shift Plane
15th +15/+10/+5 +9 +9 +5 | Resurrección special ability
16th +16/+11/+6/+1 +10 +10 +5 Cero 5d8, Hierro +12
17th +17/+12/+7/+2 +10 +10 +5 Resurrección special ability
18th +18/+13/+8/+3 +11 +11 +6 +80 speed bonus
19th +19/+14/+9/+4 +11 +11 +6 Hierro +14 | Resurrección special ability
20th +20/+15/+10/+5 +12 +12 +6 Cero 6d8, +100 speed bonus

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Bluff:Charisma|Cha),Gather Information (Cha), Intimidate (Cha), Jump (Str),Knowledge (the planes) (Int), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex) Sense Motive (Wis)

Class Features[edit]

All of the following are class features of the Vasto Lord.

Weapon and Armor Proficiency: A Vasto Lord is proficient with all simple and martial weapons. they are not proficient with any shields or armor, and wearing armor will cause them to lose their Hierro bonus to their AC. This also makes them loose their Hollow Abilities that they gain.

Hierro:A Vasto Lord receives a +2 bonus to his AC at level 1. This bonus continues to increase once ever third level (+4 at level 4, +6 at level 7,...etc.).

Air walk: A Vasto Lord can tread on air as if walking on solid ground.

Cero: A Vasto Lord can fire a sphere of energy with a range of 100 ft. (Any solid color, once chosen cannot be changed, this has no purpose other than aesthetic appeal) that deals 1d8 energy damage. The Cero deals force damage. At higher levels, Vasto Lords gain more powerful versions of this ability. This increases to 2d8 at level 4, 3d8 at level 8, 4d8 at level 12, 5d8 at level 16, and 6d8 at level 20. The damage a Cero deals may be split up among several opponents. However, you must target each opponent with at least 1d8 of the total damage. This must be declared before the attack roll(s) is/are made. A Cero is a ranged touch attack that does not provoke attacks of opportunity. The critical hit multiplier for all Cero blasts is the Vasto Lord´s wisdom modifier -1(minimum X2) and it threatens only on a natural 20.

Hollow Abilities: Abilities granted to Vasto Lord at second level the Vasto Lord may have 6 ranks to disperse amongst the following abilities.

Bala: The Hollow's fists are covered in spirit energy, increasing the Vasto Lord's unarmed damage by 1d6, 2d6 at second rank and 3d6 at 3rd rank.

Broadcasted Sight: Grants the ability to broadcast information of whatever he is currently seeing or experiencing to other Hollows within a 100 ft radius. At rank two, this is increased to 250 ft. At rank 3, this is expanded to 500 ft. This can be used a number of times per day equal to your level\4 (minimum of 1) and is an immediate action.

Enhanced Strength: Increases the Vasto Lord´s Strength by 2. This ability can only be take once and is permanent.

Enhanced Vision: Grants a +4 bonus on Spot checks. Increased to +8 at second rank. Immunity to vision based Illusion spells at third rank.

Gonzui: Deals 1d10 damage to all within a 10 ft. radius by draining the spiritual energy from nearby beings. Damage increased to 2d8 at rank 2. Second damage die added at rank 3. This may be used a number of times per day equal to your Charisma modifier (minimum of 1).

Improved Hierro: Increases the user's natural armor, at first rank it grants a +2 natural bonus to AC. It becomes a +3 at second rank, and they gain DR 10/adamantine at the third rank.

Flurry Of Blows: Gives the Arrancar, or Vasto Lord, the Flurry Of Blows ability as a Monk.

Pesquisa: Whilst active, the Vasto Lord may sense the approximate Caster level of all within a 5 ft. radius. The radius increases to 15 ft at second. The radius increases to 30 ft at third rank. This can be used a number of times per day equal your level\4 (minimum of 1).

Zanpakuto: At 1st level, a Vasto Lord receives a masterwork weapon to bond with, typically a katana.

Sonido (Su): At 3rd level, the Vasto Lord gains the ability to move at blinding fast speeds. At 3rd level, the Vasto Lord gains the ability to teleport up to 25 ft. + 5 ft./2 levels, as a swift action.

Resurrección: This ability allows the Vasto Lord to release their true form sealed within their Zanpakuto. This is a standard action. At level 5, the Vasto Lord receives the following traits; +4 bonus to Strength, +4 bonus to Constitution and a +4 bonus to Dexterity and one of the following traits; Vasto Lords gain an additional trait as they level up. When the Vasto Lord uses this ability, it automatically restores all their hit points. However, while in this state, the Vasto Lord looses their Zanpakuto. However, they gain a natural attack (slam, tail, 2 claws, or bite) appropriate for their size category. You may remain in this form for one minute per Vasto Lord level. Resurrección may be used a number of times per day equal to your Charisma modifier (minimum of 1)

Acid Spit: Grants the possessor the ability to spit acid as a ranged touch attack at a range of 40 ft dealing 3d4 acid damage. The second time this ability is taken, the damage is increased to 3d6. The third time it is taken, the range is increased 80 ft. The fourth time the ability is taken, the damage is increased to 6d6.

Carbon Copy*: Creates a replica of the original Vasto Lord that has 1/4 the Arcannar's current hp that serves them for the duration of their released state. It has abilities identical to the original. Each time this ability is taken, the carbon gains +30 hit points. Carbon copies cannot use the carbon copy ability.

Cero Oscuras: Creates a black Cero as a standard action dealing 20d8 damage, and is otherwise treated as a normal Cero. Requires at least Level 18 to use and may only be used 5/day.

Cero Shield: The Vasto Lord gains a +4 shield bonus to AC. The second time this is taken, the bonus increases to +6. The third time this is taken, it increases to +8. The fourth time this is taken, the bonus increases to +10.

Enhanced Hierro*: Grants +4 Natural Armor while in the released form. For each time this ability is taken, the natural armor bonus increases by 1.

Enhanced Strength*: Grants +4 Strength while in released form. The second time this is taken, the Vasto Lord may get an additional +4 Strength and +4 Constitution. The third time this is taken, they may once again get an additional +8 Strength and +8 Constitution. The fourth time it is taken, they get an additional +8 Strength and +8 Constitution.

Energy Resistance*: Grants a resistance of +5 to one type of energy while in released form. Each time this bonus is taken, you may choose a new type of energy or increase an existing resistance by 5.

Extra-Limbs*: Grants the Vasto Lord an extra pair of arms while in released form. This can only be taken once.

Flight: Grants the Vasto Lord a flight speed equal to his land speed while in released form. If Wings has been taken as well, then the flight speed is doubled.

High Pressure Water: Releases a stream of water from their hand. This stream may be sprayed a distance up to 35 ft. away dealing 3d8 energy damage with a water subtype, dealing double damage to enemies with a fire subtype. The second time this is taken, the damage increases to 4d8. The third time it is taken, it now deals triple to creatures with a fire subtype. The fourth time it is taken, the damage increases to 5d10.

Horns: While in a released form, they have a horn natural weapon that deals 3d8 piercing damage upon a successful Gore attack granted by this trait.

Protective Shell: Grants +3 Natural Armor whilst in released form. The second time this is taken, you gain DR 1/-. The third time you take this ability, you gain DR 2/-. The fourth time this is taken, you gain DR 3/-.

Regeneration: A creature with this extraordinary ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn't go away. 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. An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage. The first time this is taken, the Vasto Lord gain Regeneration 10. The second time this is taken, the Vasto Lord gains Regeneration 15. The third time this is taken, the Vasto Lord gains Regeneration 20.

Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies, and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.

Retain Weapon: Whilst in the Released state, the Vasto Lord may retain their Zanpakuto. They may change its form if they so please.

Roar: Grants the Vasto Lord the ability to unleash a massive roar dealing 1d10 sonic damage to all in a 30 ft cone, and causing fear to all within a 30 ft. radius. Each time this is taken, the damage increases by 1d8. This ability may be used an amount of times equal to your Charisma Modifier per day.

Wings: Grants the Vasto Lord a pair of wings that give them a flight speed equal to their base land speed. If Flight has been taken as well, then the flight speed is doubled.

Glotonería: Any time you defeat an enemy, you may choose to devour them. If you do, you may choose a special ability, class ability, or feat that the enemy had that you meet the prerequisites for and from then on every time you enter Resurrección you gain that feat or ability. You may devour any number of enemies per week equal to 1/2 your level (round down). You can, however, take this a second time to be able to use the abilities you have obtained while in your normal state as well.

Respira: Can only be taken at level 20 or higher. You may use this ability only four times per day, in a 40 foot cone, an 80 foot line, or a 20 foot burst centered around you. All people in the area may make a Reflex save to negate or a Fortitude for half DC(10+1/2 level + Charisma mod.). If they fail the save, they begin aging at a rate of 2d10 years per round. A successful Fortitude save negates the aging after the first round. This is magical aging. A person may spend a full round action and either deal themselves 1d6 Dexterity damage or 1d8 Strength damage to end the effects of Respira. Also the spells Wish and Miracle end the effects of Respira. Each time you choose this ability, after the first time, the DC for Respira increases by 1.

Grand King's Cero: This Cero is a ranged touch attack that deals 20d8. However, the damage may be increased by an additional 2d8 per point of Constitution damage that the Vasto Lord takes when he fires this Cero. Grand King's Cero is a full round action that does not provoke attacks of opportunity. This may only be used once per day.

Shift Plane: Vasto Lords can move themselves or some other creature to another plane of existence or alternate dimension.

Epic Vasto Lord[edit]

Table: The Epic Vasto Lord

Hit Die: d10

Level Special
21st | Resurrección special ability
22nd Hierro +16
23rd Bonus Feat | Resurrección special ability
24th cero 7d8, +150 speed bonus
25th Resurrección special ability Hierro +18
26th Bonus Feat
27th | Resurrección special ability
28th Cero 8d8 Hierro +20, +200 speed bonus
29th Bonus Feat | Resurrección special ability
30th | Final Resurrección special ability

4 + Int modifier skill points per level.

Resurrección special ability: The Vasto Lord continues to accumulate special abilities for his Resurrección. He gains a new special ability once every two levels, then an extra at level 30.

Bonus Feats: The epic Vasto Lord gains a bonus feat (selected from the list of epic Fighter bonus feats) every four levels after 20th.

Epic Vasto Lord Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Campaign Information[edit]

Playing a Vasto Lord[edit]

Religion: You do not need to have any type of deity that you worship.

Other Classes: They are more of a lone wolf type of character, but can be seen sometimes in groups with other Vasto Lords.

Combat: They are normal in combat, pretty much a fighter.

Advancement: The advancement is pretty much normal. They can be multiclassed out to any class that is not the Shinigami.

Vasto Lords in the World[edit]

Even if you rise up a thousand times, there will be no victory for any of you.
—Ulquiorra Cifer, unknown, Vasto Lord

Vasto Lords really don't fit anywhere in the world. They used to fit into the world before becoming the Hollow that led to their Vasto Lord forms. They normally stay around Hueco Mundo with the other Hollows and Vasto Lords.

Daily Life: Characters of this class normally just go around doing whatever they please. If a Shinigami is present, however, they will begin fighting them.

Notables: Notable NPC Vasto Lords are Ulquiorra Cifer, Grimmjow Jaegerjaquez, Coyote Starrk, and Nelliel Tu Odelschwanck.

Organizations: The only known Organization of Vasto Lords has been the Espada. The Espada were a group of Vasto Lords that were under the direct control of Sosuke Aizen, a former Shinigami who betrayed the Gotei 13.

NPC Reactions: NPC characters will look at the Vasto Lord in fear of the Hollow nature in them. A NPC Shinigami, however, will fight the Vasto Lord until one of them dies.

Vasto Lord Lore[edit]

Characters with ranks in Knowledge (The Planes) can research Vasto Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes)
DC Result
5 A Vasto Lord is a Hollow.
10 A Vasto Lord is not a normal Hollow since they have a sword.
15 Most of the Vasto Lords were made by Sosuke Aizen.
20 Each of the Vasto Lords is meant to combat one of the thirteen captains of the Gotei 13. Aizen planned to take them and destroy the Gotei 13.

Vasto Lords in the Game[edit]

The Vasto Lords, whether NPC or PC, are always the same. They sit around Hueco Mundo watching the Hollows fight and looking down at the real world. Whether NPC or PC, they don't fit into the world anywhere.

Adaptation: There are not many things that a Vasto Lord can be adapted to.

Sample Encounter: A group of adventurers finds a haunted mansion that they must investigate for the Gotei 13. They find out that a Vasto Lord has been using it as an experimentation house to make new types of Hollows. The party must destroy the Vasto Lord, and the experiments before they leak out into the world.

EL : This scenario is completely fabricated by an avid Bleach fan. There are truly no stats for this.

Back to Main Page3.5e HomebrewClassesBase Classes

The following content may resemble or exist as derivative content based on the {{{franchise}}} franchise, and/or be directly affiliated with, or owned by, {{{owner}}}. This submission to D&D Wiki neither claims nor implies any rights to {{{franchise}}} copyrights, trademarks or logos owned by {{{owner}}}. Furthermore, the following content is believed to fall under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law.
Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors