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Swift Cero
level: vasto lorde
prerequisites: cero 3/times an encounter or more
the hollow gains the ability to use a cero withouth the usual posing or charging time, firing off a blast of energy in an instant. Using a cero becomes a swift action as opposed to a standard one. this can only be done once per round.

Rapid Cero
prerequisites: Swift Cero, Shape Cero
the hollow gains the ability to fire off a cero for each attack they could make, as a full round action. This uses one of the hollow's daily Cero uses per shot, and for each shot after the first, the hollow's level is assumed to be 5 lower for each shot

Energy Healing
Level: Vasto Lorde
Prerequisites: Energy Immunity with the selected element
Sealed: No. This ability is always available.
The Vasto Lorde heals 1 hitpoint per 3 points of elemental damage of the chosen element. This may be taken multiple times. You may either increase the rate to 1 hitpoint healed per 2, or choose another element. You may only increase the heal ratio once.

Powerful Blow
Level: Vasto Lorde
Requirements: Strength 15+, Massive Blow
Sealed: No.
When the Vasto Lorde successful hits an enemy with a melee attack, the Vasto Lorde may choose to attempt to send that flow flying. The target must make a reflex save (DC 10 + 1/2 HD + Strength modifier / Reiatsu Score modifier) or be pushed back 5 feet per 10 damage dealt. If the target is stopped by an object, they take 1d6 additional bludgeoning damage per 10 feet they traveled.

Transient Evolution
Level: Standard
Prerequisites: None
Sealed: No

The Hollow's form is designed to work in ways unlike that of most of it brethren, perhaps relying more on speed or intellect than brute strength. Choose any attribute other than strength or constitution, the hollow can use that attribute in place of her strength for all purposes, other than determining what she can carry. If the Hollow is Adjuchas level or higher, she can choose to use both strength and the chosen attribute, or simply the chosen attribute.
Special: This ability can be selected multiple times. Each time adds the modifier of another attribute

you may notice this is better than the shinigami version. that is because shinigami get twice the number of abilities, so making them the same level of effectiveness would be unfair

Spine Banks
Level: Standard
Prerequisites: Spikes
Sealed: Varies (standard ranged weapon can be used at all times. Other abilities sealed)

The Hollow's spikes also function as a standard ranged weapon with a range increment of 60ft, that deals piercing damage equal to their natural weapons, and uses dexterity to determine bonuses to hit. It is not composite, though it can be upgraded by anything that can upgrade the Hollow's natural weapons. As a full round action, the Hollow can unleash a potent barrage of spikes guaranteed to turn most creatures into a porcupine in short order. As a full round action, the Hollow can fire a number of spikes (as the Spikes ability) equal to the number of attacks they could make in a full attack action * the number of spikes they shoot as a standard action, +2 for each size category above medium. These spikes suffer from a -2 to hit. After firing in this way, the hollow must make a move action to reload their spines before they can fire any more.

Puppeteer Parasites
Level: Standard
Prerequisites:
Sealed: Yes

The Hollow has the ability to create small creatures (or seeds, or something similar) that can enter a victim's body and take control of it. As a standard action that costs 5 SEP, the Hollow can attempt either a melee attack, or a ranged attack with a range of 30ft, to inject a Puppeteer Parasite into a victim. If the attack hits, then the victim suffers damage equal to the Hollow's natural weapons (sans any enhancements/hollow abilities/etc) and must pass a fortitude save (DC 10 + ½ character level + Reiatsu modifier) or have the parasite take root in the victim's body. The Hollow can control their victim's action, though the victim can only make one move or standard action per round whilst effected, and cannot use spiritual abilities. Due to the fact their body is being controled by an outside source, the victim is immune to At the end of each of the victim's rounds, the victim is entitled to another save to shake of the effect. The Hollow can control a number of HD equal to their HD + their Reiatsu modifier.
Special: This ability can be taken multiple times. Each time increases the number of HD controllable by 5
Note: This ability may designate the control through seeds, but that's not to say that's what it has to be. Compare the Hollow Orihime fought when she discovered her powers (seeds) to the Octave Espada; both use a form of unwilling control.

Seed Burst
Level: Standard
Prerequisites: Seed Burst, BaB 7+
Sealed: Yes

The Hollow can launch a wave of puppeteer seeds in a burst around herself, turning a crowd of people into a throng of slaves. As a full round action that provokes an attack of opportunity, the Hollow fires a spherical burst of Pupeteer seeds (see puppeteer ability) in a 30ft radius. These seeds do not need to roll to hit; in stead each victim is entitled to a reflex save (dc 10 + ½ character level + reiatsu modifier) to avoid the seeds. Otherwise, they work identically to the Pupeteer Parasites ability. Creature are controled in order of HD, from lowest to highest. This costs 10 SEP.

Spell Resistance
Level: Standard
Prerequisites: None
Sealed: No

The Hollow is unnaturally resistant to Kido and other similar effects, and such spells simply bounce of of it's hide. The Hollow gains spell resistance equal to level + 10. If the Hollow already possesses spell resistance, it is increased by 5.
Special: This ability may be taken multiple times. Each time increases the spell resistance by 5.

Swallow Whole

Gullet's HP increases by 5 and AC by 1 per 2 character levels after level 5 (right now it's very easy to break out at level 5-ish, and the ability's almost worthless y level 8-9ish. just trying to rectify that )

Regenration
Level: Standard Hollow
Prerequisites: Fast Healing, 10 hit dice.
Sealed: No
The hollow can regrow limbs in 3d4 rounds. This ability may be taken three times, successive times reduce the amount of time it takes to re-grow limbs by 1d4 rounds. The hollow cannot regrow limbs that were severed by the energy type that prevents their fast healing. The Hollow regains 1 point of ability damage per round.

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

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.

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.

Name: Magic Proof
Level: Adjuchas
Prerequisistes: Spell Resistance, 12 HD
Sealed: No.
Effect: A Magic-Proof Hollow avoids the effects of spells and spell-like abilities that directly affect it.
This works exactly like spell resistance, except that it cannot be overcome. Spells that do not allow spell resistance are not affected by Magic Proof.

Energy Drain Aura
Level: Adjuchas
Prerequisites: Energy Drain
Sealed: Yes

The hollow is able to surround itself in a 5 foot radius of negative energy, this costs the hollow 10 sep to activate and 2 sep per turn to maintain . Anyone who enters or stays within this aura must make a Will save DC 10+ ½ hollow HD + con modifier negates each round or suffer the effects of Energy Drain as if the hollow had attacked the attacker with there natural weapons or zanpaktou if applicable,.
Also up to twice per attacker per turn at the cost of 3 sep per attack the attacker is subject to the effects of Energy drain as if they had just entered the aura at the same save DC.

This may be taken twice each time you take it you may choose either of the following
*Increase the radius by 5 feet to max of a 15 foot radius.
*allows you to adjust your radius between your minimum and maximum radius as an immediate action each round.

Life Draining Aura
Level: adjuchas
Prerequisites: Energy Drain Aura
Sealed: Yes
Creatures entering or withing your aura each round or attacking you are subject to your HD in negative energy damage or half that if they successfully save vs the effects of your Energy draining aura, this damage also applies to any ability derived from the Energy Drain hollow ability (ie Energy Drain Blast)
Energy Draining Blast
Level: adjuchas
Prerequisites: Energy Draining Aura
Sealed: Yes

You may decrease the radius of your aura by 5 feet for the round in order to make either a ranged touch attack or a 60 foot line attack as a standard action at the cost of 5 sep for touch attack 10 sep for line attack anyone hit by or in the area of this attack suffers the effects of your Life Draining Aura as if they had just entered the aura’s radius, Fort save DC 10 + ½ HD + 2+ con modifier negates.

Improved Poison
Level: Standard/Adjuchas/Vasto Lorde (see below)
Prerequisites: Poison.
Sealed: No. This ability enhances the Hollow’s zanpakuto if they are sealed.
The Hollow’s poison carries an additional effect as well as its normal attribute damage, that takes hold if the victim fails their initial save. Select one of the following options, from now on this ability is applied to the Hollow’s poison in addition to its normal effect if the hollow uses her improved poison. Doing so costs an amount of SEP depending on the improved poison.
The Victim is overcome with feelings of sickness and vomiting. The victim is sickened until they pass a fortitude save to resist the effect of the poison. This costs 1 SEP per attack it is applied to.
The Victim is stunned for 1 round per 4 character levels. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect of the stunning and be able to act once more, or until a minute has passed. This costs an additional 5 SEP per attack
The Victim’s sight fades to nothingness. They are blinded for 1 round per Hollow level, but are entitled to a fortitude save at the base DC to shake of the effect at the start of each round from the 2nd round onwards. This costs an additional 1 SEP per attack
The Victim’s hearing fails them. They are deafened for 1 round per Hollow level but are entitled to a fortitude save at the base DC to shake of the effect at the start of each round from the 2nd round onwards. This costs an additional 1 SEP per attack
The Victim’s mind is muddled by the poison, leaving them confused and pliable. The victim is confused for 1 round per character levels, though the victim is entitled to a will save each round from the 2nd round onwards at the base DC to shake of the confusion. Using this ability costs an additional 3 SEP.
The victim’s limbs feel heavy and deaden. The victim is fatigued for 1 round per hollow level. This costs 1 SEP per attack
The poison has a highly unusual effect on the victim, as they see their attacker as their friend. The Victim is Charmed (as charm person) for 1 minute per character level. This costs 1 SEP per attack

If the Hollow is Adjuchas level or higher, then they add the following options to the list:
The Victim is Nauseated for 1 round per 2 character levels. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect of the Nausea and be able to act as normal. This costs 4 SEP per attack
The victim is exhausted for 1 round per 3 character levels. This costs 5 SEP per attack.
The Victim is Paralyzed for 1 round per character level. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect. This costs 3 SEP per attack

If the Hollow is Vasto Lorde level or higher, then they add the following options to the list:
[list][*]If the victim fails their initial save and their second save, they are petrified. This lasts until a cure is found and/or the victim is broken. This is a supernatural effect and uses the Hollow’s caster level for Negacións to determine the DC to break it. This costs an extra 10 SEP per attack
[*]If the victim fails their initial save and their second save, they immediately fall unconscious. If they fail the third save against the poison, they then die on the spot. This is a supernatural effect and uses the Hollow’s caster level for Negacións to determine the DC to break it. This costs an extra 10 SEP per attack

Aura of Acquiescence
Level: Standard
Prerequisites: 3 HD
Sealed: No
The Hollow can emit an aura that makes others more kindly dispositioned to her and more willing to agree. This can be achieved by subtle mental manipulation or something more direct like pheromones. By spending 3 SEP per round, the Hollow surrounds herself in a 10ft aura. Activating the aura is a standard action, and it remains so long as the upkeep is paid. Any creature that enters the aura must pass a DC 10 + ½ character level + reiatsu modifier will save or be Charmed for 1 minute per character level.
The Hollow can focus and enhance this ability to ensnare a specific target if she so desires. Whilst her aura is active, she may use Charm Person as a spell-like ability by spending 1 SEP, using her hollow level as her caster level. The save DC from this ability is the same as from her Aura, rather than the standard save of Charm Person.
Special: This ability may be taken multiple times. Each time increases either the range of the aura by 10ft, or the save DC by 2.

Aura of Devotion
Level: Adjuchas
Prerequisites: Aura of Acquiescence.
Sealed: No
The Hollow’s aura is much more powerful, and capable of reducing those who enter into mindless thralls happy to do anything she desires. By increasing the cost of her Aura to 9 SEP per round, the Hollow’s Aura of Acquiescence instead Dominates those who enter it for 1 hour per character level. The Hollow chooses the intensity of the aura at the start of each round
The Hollow can now also use Dominate Monster whilst their Aura is active. Doing so costs 7 SEP. The save DC is increased to match that of her aura.

Personal Plaything
Level: Vasto Lorde
Prerequisites: Aura of Devotion
Sealed: No
The Vasto Lorde has the ability to enhance the control she holds over another, taking it from a temporary connection to a near permanent command. Using this ability takes 10 minutes and costs the Hollow 20 SEP, and does not count the normal limit for SEP. At the end of the action, the Hollow then marks a single creature of her choice within touching range in some manner to show ownership. The marked creature and the Vasto Lorde make an opposed will test against one another. If the target wins then the ability fails (though still costs) and cannot be attempted again for 24 hours. If the Vasto Lorde wins, then the victim is put under an effect similar to Geass, and compelled to serve the Vasto Lorde. This is a supernatural effect, and can be dispelled like a Geass, using the Hollow’s caster level. The mark of the Vasto Lorde draws out greater strength from the new thrall, enhancing two of his attributes (chosen by the Hollow) by 4. The Hollow can only have one thrall at a time.
If the Vasto Lorde dies, or the Lorde and Thrall are kept apart for over 48 hours, the effect is broken.

Sporadic Musk
Level: Standard
Prerequisites: 5 HD
Sealed: Yes
The Hollow is capable of creating haze or similar effect around her that saps the energy from those caught within, causing them to appear to be moving in slow motion. As a standard action that costs 4 SEP, she attempts to slow up to 1 creature per character level within close (25ft + 5ft per character level) range. Victims are entitled to a reflex save (DC 10 + ½ character level + reiatsu modifier) to resist, negating the effect.
A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. This lasts 1 round per Hollow level.
Multiple slow effects don’t stack.
Slow counters and dispels haste.

Hypercharged Reflexes
Level: Standard
Prerequisites: 5 HD
Sealed: No
The Hollow is capable of pushing her reflexes and synapses into overdrive. Activating this ability is a swift action, and it lasts so long as the upkeep is paid. By spending 1 SEP per round, the Hollow can act as if Hasted. Every round the Hollow spends under the effect of this ability, she suffers 2 points of non-lethal damage.

Energy Eater
Level: Standard
Prerequisites: Swallow Whole
Sealed: No.
The Hollow is curiously able to eat energy thrown at her, turning it into power for herself. Whenever the Hollow passes a save to reduce or negate energy damage, she gains 1 temporary SEP for the next round per 5 points of energy damage she avoided (Note: that means if she failed the save she gets nothing unless she has improved evasion etc).

Inner Reserves
Level: Standard
Prerequisites: Energy Eater
Sealed: No
The Hollow is capable of retaining the SEP gained from energy eater, though ¼ of the original amount is lost at the start of each round after the 1st.
Special: This ability may be taken multiple times. Each time halves the amount that is lost – so to 1/8, then to 1/16 and so on.

Cero Double
Level: Adjuchas
Prerequisites: Energy Eater
Sealed: Yes
The Hollow is capable of turning the energy she has eaten into a high strength enhancement for her Cero blast. When using a Cero, if the Hollow has temporary SEP from energy eater and uses her normal SEP for the main part of the Cero, she may spend up to ½ her normal maximum limit from the temporary SEP to enhance the power of her Cero, even if it takes her over her normal limit.

Stomach of Holding
Level: Standard
Prerequisites: Swallow Whole
Sealed: Yes
The Hollow is somehow able to store a seemingly endless number of objects inside of themselves, in an area that’s not quite their stomach. The Hollow has an infinitely sized extra-dimensional storage space within their stomach that they can open and close at will. The entrance is the Hollows jaws, and only things that fit through this opening (or almost fit anyway) can enter it. It takes a standard to remove an item, and the item removed can be either a single object or a mouthful of something that is too large to consider a single object (EG: a lake)
There is no air inside the extradimensional storage space.
Putting other extra dimensional space in there is messy and will probably end the universe or something. Don’t do it.
Plot central objects, Maggufins, Class features and items of infinite power cause stomach upsets and cannot be stored in this way. For a living creature to be taken inside requires both the Hollow and the creature to consent, and creatures can climb out at any time they wish, though no more than 1 per round, as a full round action for both the hollow and creature.


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