| Kryzbyn |
Has anyone attmpted to make a class based on the Claymore fighters from the anime/manga of the same name?
I figure:
Uses great swords
Medium armor
Good fort and ref saves
3/4 BAB
Favored enemy: outsiders (only)
Rage-like mechanic, probably based more on transformation spell (it would scale and raise BAB when the "yoki" powers were enabled)
Something similar to abilities from the abyssal or infernal bloodlines
Yoki pool (similar to ki pool)
FOB-like mechanic for swords possibly
Talent like ideas to make each one a little different...
They don't have to be exactly like they are from the anime...I have an area on my hombrewed world where a mageocracy went too far with it's delvings into summonings, and majorly screwed up the area...so demon-like creatures not unlike the yoma infested the area, and Claymore like fighters (thinking of calling them Sentinels) were made to combat them and protect the populace.
If you haven't seen the anime I recommend it.
| Laithoron |
Very cool idea, I thought Claymore was a great show. As far as the source of their power, the closest I can figure is that 'yoki' are spirits of some kind. If you recall from Oriental Adventures, 'spirits' could include both certain types of undead and certain types of outsiders.
Here's the best proof of this I was able to find: youkai.
Therefore, it might be necessary to create a sort of meta-type that include multiple types of enemies just like the Spirit classification from OA.
| Kryzbyn |
I never thought of the Yoma as Outsiders, or anything given a type in Pathfinder... though now that I think about it, maybe Monstrous Humanoid or Aberration?
Unfortunately, other than seconding the recommendation, I don't have anything more to add right now. :(
For pathfinder purposes i made them outsiders, becasue the type already was there...and to give the msomethign to fight out side the area they originate from. But that can easily be changed for flavor preferences.
I haven't decided exactly where they are from or what they are exactly yet. I'm really jsut using the outsider as a placeholder of sorts till i figure that out.
| Kryzbyn |
Very cool idea, I thought Claymore was a great show. As far as the source of their power, the closest I can figure is that 'yoki' are spirits of some kind. If you recall from Oriental Adventures, 'spirits' could include both certain types of undead and certain types of outsiders.
Here's the best proof of this I was able to find: youkai.
Therefore, it might be necessary to create a sort of meta-type that include multiple types of enemies just like the Spirit classification from OA.
"Yoki", or the power they use to fuel their abilities comes from yo (chinese character for demon) and ki, also known as chi :)
Yoma are identified by their 'yoki' or "demon essence" (the first character means demon, and second character is the same as the Chinese word commonly known as "chi"), which can be sensed by other yoma and by Claymores.
Oh yeah so a sense "yoma" ability too...
| Kryzbyn |
Instead of Flurry of blows, leanign more toward a ki pool deal...specificly the monk one that adds an extra ttack per round at full bonuses for 1 point.
All of the monk ki point options should be available, plus some extras.
I planned on a flavor mechanic where the number of ki points spent cumulative have an outward manifestation, like:
1-5 ki points Eyes turn yellow and cat slits appear for irises.
6-12 ki points the claymore takes a more bestial appearance, teeth becoming sharper, fingernails elongate etc.
13-15 ki points muscles begin to ripple and bulge, almost like spasms
etc, etc.
Blayde MacRonan
|
Dragonborn3 wrote:I never thought of the Yoma as Outsiders, or anything given a type in Pathfinder... though now that I think about it, maybe Monstrous Humanoid or Aberration?
Unfortunately, other than seconding the recommendation, I don't have anything more to add right now. :(
For pathfinder purposes i made them outsiders, becasue the type already was there...and to give the msomethign to fight out side the area they originate from. But that can easily be changed for flavor preferences.
I haven't decided exactly where they are from or what they are exactly yet. I'm really jsut using the outsider as a placeholder of sorts till i figure that out.
Heroes of the Jade Oath (by Rite Publishing) may be of interest to you as far as what is designated as Yokai (literally demon). One of the players in my own game is a demon hunter and this was of great help to both me and that player, so I offer it to you.
Here's the list:
Infernals are creatures not native to this world or otherwise naturally tied to it and whose presence in this world is not sanctioned by the Celestial Bureaucracy. This includes creatures that are descended from other infernals, like bakemono, but have since become native to this world.
Creatures considered to be infernals are:
• All Aberrations
• All Undead
• Certain Outsiders
• Certain Fey
• All Goblinoids
This is expanded further.
• Aberration
• Fey
• Humanoid (goblinoid)
• Outsider
• Incorporeal creature
• Undead
Hope that helps you out some.
| Daniel Moyer |
Has anyone attmpted to make a class based on the Claymore fighters from the anime/manga of the same name?
I haven't attempted to make one, but have considered what I could cobble together using the RAW. I was thinking...
1st: Ranger (FE ties in nicely & could easily be seen as a "rage" effect for RP)
2nd+: Inquisitor
OR pure Inquisitor with any of the following:
Trait: Heirloom Weapon (Greatsword)
Feat: Weapon Proficiency (Greatsword) ... (I'd argue Bastard Sword for a feat though)
Deity: Gorum
The general idea was to just consider the class features/abilities as your yoma powers. It would require some minor DM asisstance, such as providing semi-frequent yoma, which I also considered evil outsiders... they are refered to as demons just as often.
| Dabbler |
Has anyone attmpted to make a class based on the Claymore fighters from the anime/manga of the same name?
I figure:
Uses great swords
Medium armor
Good fort and ref saves
3/4 BAB
Favored enemy: outsiders (only)
Rage-like mechanic, probably based more on transformation spell (it would scale and raise BAB when the "yoki" powers were enabled)
Something similar to abilities from the abyssal or infernal bloodlines
Yoki pool (similar to ki pool)
FOB-like mechanic for swords possibly
Talent like ideas to make each one a little different...
I don't know the manga, but you basically describe a 2H paladin build with decent dex if you are using core-only. If paladin is too straight-laced, try the DSP soulknife, which you can find on the pfsrd, or the psychic warrior which fits your description almost to a tee. There is talk of the rage-born wilder being incorporated into the APG-like expansion DSP are working on, which would be another possibility (you'd need a feat for greatswords though).
| The_Normal_Anomaly |
Because I am a total nerd without restraint, this may become another LONG POST. I understand that you are doing your own gameworld, but I will probably still use relevant terms to claymore. You started it.
Templates are your friend. Near as I can tell the full range of martial classes (and some limited use of magic ones) could be represented by the various Claymores, so I would not suggest that you restrict them to all being one class.
Advanced Creature (CR +1)
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores.
Outsider
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following features.
• d10 Hit Dice.
• Base attack bonus equal to total Hit Dice (fast progression).
• Two good saving throws, usually Reflex and Will.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet.
• Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
• Proficient with all simple and martial weapons and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
• Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
(Note, for this they would be Native Outsiders)
Okay, given those, there are a few diffrent alternatives possible with just these. If you are going to keep it all low-end without any awakened beings or voracious eaters, the advanced template does what you are looking for, as well as starting pumped up a few levels from Organization training. Using the quick rules, you get a +2 to skill checks, attack rolls, damage rolls, +4 to AC making you naturally more durable, and +2 more hp per level. Sounds like the exact makings of a super soldier project to me.
If you are looking for something more complex and high powered. Give everyone two to five (pick one based on power level of game) free outsider hit-dice. Even a couple hit-dice of outsider can make them soundly better than many humans and able to take on monsters that their aparrent class level would not suggest they do. When they awaken but don't go darkside, slap the advanced template on them. When they go voracious eater, have some fun mixing and matching with that. Templates of interest . . .
Fiendish Creature (CR +0 or +1)
Creatures with the fiendish template live in the Lower Planes, such as the Abyss and Hell, but can be summoned using spells such as summon monster and planar ally. A fiendish creature's CR increases by +1 only if the base creature has 5 or more HD. A fiendish creature's quick and rebuild rules are the same.
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
Giant Creature (+1)
Creatures with the giant template are larger and stronger than their normal-sized kin. This template cannot be applied to creatures that are Colossal.
Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.
Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex
Creating a Half-Fiend
“Half-fiend” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature's statistics and special abilities except as noted here.
CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any evil.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Special Attacks: A half-fiend gains the following.
Smite Good (Su): Once per day as a swift action the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend's Hit Dice, except affecting a good target. The smite persists until the target is dead of the half-fiend rests.
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1–2 Darkness 3/day
3–4 Desecrate
5–6 Unholy blight
7–8 Poison 3/day
9–10 Contagion
11–12 Blasphemy
13–14 Unholy aura 3/day, unhallow
15–16 Horrid wilting
17–18 Summon monster IX (fiends only)
19–20 Destruction
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.
Creating a Half-Dragon
“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature + 2 (minimum 3).
Type: Creature type changes to dragon. Do not recalculate HD, BAB, or saves.
Armor Class: Nat. armor improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see Natural Attacks.)
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).
Dragon Variety Breath Weapon
Black or copper 60–foot line of acid
Brass 60–foot line of fire
Blue or bronze 60–foot line of electricity
Gold or red 30–foot cone of fire
Green 30–foot cone of acid
Silver or white 30–foot cone of cold
Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.
Creating a Half-Celestial
“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.
CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any good.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).
Special Abilities: A half-celestial gains the following.
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster evel of the base creature's spell-like abilities, whichever is higher).
HD Abilities
1–2 Pro. evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure ser. wounds, neut. poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.
Creating a Lich
“Lich” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create the required phylactery. A lich retains all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature + 2.
Alignment: Any evil.
Type: The creature's type changes to undead. Do not recalculate BAB, saves, or skill ranks.
Senses: A lich gains darkvision 60 ft.
Armor Class: A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, liches use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A lich gains channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity (in addition to those granted by its undead traits). The lich also gains the following defensive ability.
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Melee Attack: A lich has a touch attack that it can use once per round as a natural weapon. A lich fighting without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lich armed with a weapon uses its weapons normally, and can use its touch attack as a secondary natural weapon.
Damage: A lich's touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lich. As negative energy, this damage can be used to heal undead creatures. A lich can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.
Special Attacks: A lich gains the two special attacks described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Abilities: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills: Liches have a +8 racial bonus on Perception, Sense Motive, and Stealth checks. A lich always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.
Creating a Lycanthrope
“Lycanthrope” is an inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes) template that can be added to any humanoid.
Challenge Rating: Same as base creature or base animal (whichever is higher) + 1.
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's hybrid form is the same size as the base animal or the base creature, whichever is larger.
AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.
Defensive Abilities: A natural lycanthrope gains DR 10/silver in animal or hybrid form. An afflicted lycanthrope gains DR 5/silver in animal or hybrid form.
Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed.
Melee: A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.
Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:
Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
Creating a Vampire
“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.
CR: Same as the base creature + 2.
AL: Any evil.
Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A vampire gains darkvision 60 ft.
Armor Class: Natural armor improves by +6.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).
Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.
Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Special Qualities: A vampire gains the following.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ability Scores Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Vampire Spawn
A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.
It gains the blood drain and dominate vampire special attacks.
It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
A vampire spawn gains all of the standard vampire weaknesses.
A vampire spawn is CR 4.
It does not gain the wight's Create Spawn ability.
Creating a Ghost
“Ghost” is an acquired template that can be added to any living creature that has a Charisma score of at least 6. A ghost retains all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +2.
Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.
Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A ghost retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Ghosts gain channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
Speed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.
Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.
Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).
Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Draining Touch (Su): The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.
Frightful Moan (Su): The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.
Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.
Telekinesis (Su): The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher).
Abilities: Cha +4; as an incorporeal undead creature, a ghost has no Strength or Constitution score.
Skills: Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.
Okay. Claymore was a low magic world for the most part. They were still fighting mid to high magic monsters. Claymores get rage to compensate. All of them. Probably give them a +10 ft movement speed as well as some really minor fast healing (1 per minute) that bumps up during rage (1 per round). As for rage, if you wanted it, you can rage past your limit in the day, just start making willsaves vs. going darkside. It is a bad thing to rage past your limit, like having a frenzied beserker in the party.
Last bit. Having left all of the classes available, we still have all of the claymores as possible characters without having to reinvent the wheel to put talents back into the game to give them their signature things. Deneve gets to be the two-weapon warrior fighter/barbaran. Irene gets to be the weapon master fighter/(small dip)rogue. You get the idea. Almost all of them would probably be two-handed fighters by default.
Good luck with you efforts and thanks if you read that rambling.
| Sangalor |
First of all, cool idea :-)
I would think the ranger template fits it really well, considering the Favored Enemy mechanic. I would put a twist on the ranger in the following way:
- Set 2h as base proficiency, possible lose all other martial proficiency
- Add two new "combat styles" - healing and offense. If I remember the series correctly, there were those claymores who were adept at healing, and those that were better in using them for offense.
- The shapeshifting archetype might be a thematic fit here as well
- Replace the magic of the ranger with a hunter's tricks kind of mechanic to include a ki pool or (limited) rage ability
| The Shaman |
I liked the show a lot, and I gave it a bit of thought as to how best represent such heroes in 3.5. I think the best answer is psionics: the augmentation/pseudomagic of psionics works well for unique and cinematic fighting techniques, while the PW offers a good amount of combat skills and the possibility of some utility powers. Now that we have a Pathfinder-tweaked psionics system (including a lot of data on the PF SRD site), I'd say we make good use of it :).
For a race, I'd choose I'd choose elan - ageless (iirc) immortal, unnaturally tough and resilient, and not-quite-human, I think they fit the bill quite well. Generally psychic warriors would work best as a base class. For a PW path, the feral warrior is imo the best option to represent the transformation the hunters go through. The (Phrenic) Slayer PrC works fairly well to represent the rest of their abilities, counting the youma (or however they've been called, it's been a while) as their favored enemy.
Salarain
|
First of all, cool idea :-)
I would think the ranger template fits it really well, considering the Favored Enemy mechanic. I would put a twist on the ranger in the following way:
- Set 2h as base proficiency, possible lose all other martial proficiency
- Add two new "combat styles" - healing and offense. If I remember the series correctly, there were those claymores who were adept at healing, and those that were better in using them for offense.
- The shapeshifting archetype might be a thematic fit here as well
- Replace the magic of the ranger with a hunter's tricks kind of mechanic to include a ki pool or (limited) rage ability
This could work. Yes I do love watching the show myself. I been always trying to find the way to convert a Claymore to a pathfinder class/role. I do think that spoilers up above should be added at lease one of them. The quesion is, how would you add these abilities:
*Fast Healing
*Regeneration
*re-attachment arms and leg
*increase Strength,power,speed, and agility
*Scent
*darkvision
*Soul Link
*Mind Link
I think a Demon Subtype be closer
*Immunity to Electricity & Poison
*Resistance to Acid +10, Cold +10, and Fire +10
*Telepathy
*speak: Abussal, Cetestial, and Draconic
*damge Reductions
These are just more pondering Ideas.
Salarain
|
First of all, cool idea :-)
I would think the ranger template fits it really well, considering the Favored Enemy mechanic. I would put a twist on the ranger in the following way:
- Set 2h as base proficiency, possible lose all other martial proficiency
- Add two new "combat styles" - healing and offense. If I remember the series correctly, there were those claymores who were adept at healing, and those that were better in using them for offense.
- The shapeshifting archetype might be a thematic fit here as well
- Replace the magic of the ranger with a hunter's tricks kind of mechanic to include a ki pool or (limited) rage ability
IF do change up the Ranger class,
*Favored Enemy would be (Yoma(all Demons types))
other things to change out:
*Track maybe to Scent(Yoma's)?
*Wild Enpathy to maybe Teleppathy?
*Hunter's Bond to "?"
*Woodstride to "?"
*Camouflage to "?"
*Favored terrain to "?"
*Hide in plain sight to "?"
Spell Known and Spells per day to "Ki or Rage pool"?
Do you thing that you still need to add template(s) like Advanced Creature and or Celetral to smite evil?
what alignment would be requirement or if any? I'm thinking maybe non-Neutral? Lawful good/evil, and Chaotic good/evil?
| BltzKrg242 |
Since each Claymore had their own "schtick" allow each Claymore to choose 1 spell of up to third level to cast X number of times per day as a free action. Based off level/and or primary stat.
The rage mechanic seems to work to show the improved stats they show during combat and they did get burnt out after a certain period. Allow them to over-rage (extra turns) but with a chance to turn if they keep it up.
I think allowing Claymore to come from different classes would show the different types of abilities they had. Healers could be clerics, Assault fighters could be Fighters, paladins, rangers...
Salarain
|
Hey Guys, I did some research and homebrew some changes. If you guys could give me a review on your thoughts on this homebrew. Could this be something that other people could use if they like: I have few details down below about feats for the Claymore Feats.
Level BAB F R W SPECIAL
1 +1 2 0 2 Weapon Proficiency (Greatsword), Fast-Healing, Sense(Detect Demons),Yoki
2 +2 3 0 3 Awakening 1/day, Awakening 10%, Yoki power
3 +3 3 1 3 Claymore Feat
4 +4 4 1 4 Weapon Focus (Greatsword), Yoki power
5 +5 4 1 4 Awakening 2/day
6 +6/+1 5 2 5 Awakening 30%, Claymore Feat, Yoki power
7 +7/+2 5 2 5 Greater Weapon Focus (Greatsword)
8 +8/+3 6 2 6 Awakening 3/day, Yoki power
9 +9/+4 6 3 6 Claymore Feat
10 +10/+5 7 3 7 Awakening 50%, Yoki power
11 +11/+6/+1 7 3 7 Awakening 4/day
12 +12/+7/+2 8 4 8 Claymore Feat, Yoki power
13 +13/+8/+3 8 4 8 Weapon Specialization (Greatsword)
14 +14/+9/+4 9 4 9 Awakening 5/day, Awakening 80%, Yoki power
15 +15/+10/+5 9 5 9 Claymore Feat
16 +16/+11/+6/+1 10 5 10 Greater Weapon Specialization (Greatsword), Yoki power
17 +17/+12/+7/+2 10 5 10 Awakening 6/day
18 +18/+13/+8/+3 11 6 11 Claymore Feat, Yoki power
19 +19/+14/+9/+4 11 6 11 Tireless Awakening
20 +20/+15/+10/+5 12 6 12 Awakening 7/day, Yoki power
Special Note: Claymores are a race/class bundle. Any medium humanoid female character can become a Claymore, but in doing so they lose all skills and levels and begin as a level one character. Many Claymores choose this path because they suffered at the hands of a demon; a Claymore is the result of the magical infusion of a demon's flesh with her own.
Modifiers: -2 CHA. Claymores are warriors, and their training has left them a little rough around the edges. in-addition there is two types of Claymores combat modes: 1 is a Offensive Types receives +2 to STR and +2 Con, and the 2nd is a Defensive Types; +2 to DEX and +2 to Con.
Claymore Types Modifiers
Offensive +2 STR, +2 CON, -2 CHA
Defensive +2 DEX, +2 CON, -2 CHA
Size: Medium.
Base land speed: 30 ft.
Racial bonuses: +2 Perception, +2 Intimidate, +2 Knowledge (Demons). Claymores are trained to be highly observant of their immediate surroundings.
Personality: Claymores are often aloof and sometimes unfriendly. Their existence was created solely for the sake of fighting, and they have little time for frivolities.
Physical Description: Claymores are always female, with light skin, pale hair, and silver eyes. (Eyes changes to a yellow color shape-change to cat-like eyes when using the Awakening 10%, 30%, 50%, 80% and 100%)
Abilities: As a warrior class, STR, DEX, and CON are highly important to the Claymore. All Claymores will benefit from a good CON score, but the most powerful offensive skills require a focus on either STR or DEX, not both.
Hit Die: d10
Alignment: A Claymore is strictly trained by the organization that created her, so it is very common for her to be Lawful Neutral. However, she may eventually begin to view the world in a different light after going through many new experiences, so it is not especially uncommon for a Claymore to shift to Chaotic Good or Neutral. A shift further than that is very rare.
Languages: Claymores know Common, Infernal, and Abyssal.
Class Skills: Acrobatics, Climb, Jump, Knowledge (Demons), Intimidate, Perception, Sense Motive, Survival, Swim.
Skill Points at: 4 + INT modifier
Level Adjustment: +1
Weapon and Armor Proficiency: A Claymore is proficient only with a great sword, as well as light and medium armor, but not with shields since both hands are required to wield her great sword.
Regeneration: Claymores naturally regenerate 1 HP per turn.
Fast Healing: Claymores has the ability to use their Yoki/Yoma abilities regain hit points at an exceptional rate, usually 1 or more hit points per round, as given in the claymore's entry.
Re-Attachment: Claymores has the ability to re-attach a body part Limbs (Arms and or Legs must be from another Human and or another Claymore), in some cases if a Claymore's lose a limb from a combat must re-cut the wound area of a of missing limb to re-attach another human's limb. This requires a lot time takes a move action to start the process complete a re-attach any limbs
Sense: Claymores naturally Sense(Detect demon) up to several miles. This is given during the start of the Claymore Yoki/Yoma.
Yoki (Demon Energy) Pool: At ? level, a Claymore gains a pool of Yoki points, supernatural energy of a Yoma. When a Claymore is created she assimilates the yoma yoki. The Claymores uses yoki to use special skills like increasing their strength and speed: the more yoki used, the bigger the boost, but the distortion induced by the yoki released is also increased proportionally. Moreover, the yoma within her the more yoki she use; if they go beyond a certain point, they will "Awaken" and completely lose touch with their human self. Many Claymore also uses their yoki to make special moves. Claymores can use to accomlish amazing feats. The number of points in a Claymore's Yoki pool is equal to 1/2 her Claymore level + her Consitution modifier. As long as she has at least 1 point in her Yoki pool, she can make a yoki strike.
By spending 1 point from her Yoki pool, a claymore can do one the following:
• Make one additional attack at her highest attack bonus when a Offensive/Defensive type attack, or
• increase her speed by 20 feet for 1 round, or
• give herself a +4 dodge bonus to AC for 1 round.
• Re-attachment a body part limb takes 1 full round action
• Regenerate as like the regenerate spell; takes 3 full rounds, this requires the Claymore increased regeneration Feat.
Yoki Powers: As a Claymore gains levels, she learns to use her Yoki in new ways. Starting at 2nd level, a Claymore gain Yoki power. She gains another Yoki power for every two levels of claymore attain after 2nd level. A Claymore gains the benefits of yoki powers only while yokiing, and some of these powers require the claymore to taken an action first. Unless otherwise noted, a Claymore cannot select an individual power more than once, but activates the unstable Awakening side.
Awakening:
Starting at second level, a Claymore can “Awaken.” As a move action, she can release 10% of the demonic magic stored within her body to increase her strength and power. Her STR, CON, DEX, and AC all increase by 2 (and she gains temporary hit points equal to her CON modifier times her character level; these points disappear after her Awakening). Her move speed also increases by 10 feet per round for the Awakening's duration. While Awakened, she cannot use any INT-, WIS-, or CHA-based skills. The duration lasts for one minute (or ten rounds), after which the Claymore is fatigued and suffers penalties equal to the Awakening's bonuses (a 10% Awakening would result in a fatigue of -2 STR, -2 CON, -2 DEX, -2 AC, and -10 movement). Fatigue lasts until the end of combat, and the Claymore cannot Awaken again during that encounter. During a 10% Awakening, the Claymore's eyes turn yellow and their pupils narrow into vertical slits.
At level six, the Claymore can release up to 30% of her power. This requires two move actions (the first move action to Awaken to 10%, and the second to reach 30%). During a 30% Awakening, STR, CON, DEX, and AC all increase by 4, and movement increases by 15 feet. Fatigue penalties are -4 STR, -4 CON, -4 DEX, -4 AC, and -15 movement. During a 30% Awakening, veins begin to protrude from the Claymore's skin and their teeth elongate into fangs.
At level ten, the Claymore can release up to 50% of her power. This requires three move actions (the first to Awaken to 10%, the second to Awaken to 30%, and the third to Awaken to 50%). During a 50% Awakening, STR, DEX, CON, and AC increase by 6, and movement increases by 20 feet. Fatigue penalties are -6 STR, -6 CON, -6 DEX, -6 AC, and -20 movement. During a 50% Awakening, the Claymore's muscles expand.
At level fourteen, the Claymore can release up to 80% of her power. This requires four move actions. During an 80% Awakening, STR, DEX, CON, and AC increase by 8, and movement increases by 25 feet. Fatigue penalties are -8 STR, -8 DEX, -8 CON, -8 AC, and -25 movement. Releasing this much power puts the Claymore at risk of a Full Awakening, and so at the end of every turn the Claymore must make a Will save (DC is Character level + number of times that Claymore has Awakened that day). A failed save results in the power increasing by 10% (first failure raises the Awakening to 90%, the second raises the Awakening to 100%, a Full Awakening). A fully Awakened Claymore loses her mind and becomes a demon of the same character level (using the Half-Fiend template). During an 80% Awakening, the Claymore's body may begin to deform (though this does not affect the way the character moves or acts during their turns).
As a full round action, a Claymore can prematurely end her Awakening, though she still suffers the full penalties.
Tireless Awakening: At level 19, a Claymore is no longer fatigued after Awakening. However, she may still only Awaken once per combat.
Claymore Feats: At level 3 and every three levels after, a Claymore gets to choose a bonus feat in addition to the feats she would normally get through character level progression. However, these bonus feats must be chosen from the list of Claymore feats, where as the normal feats gained from her character level can come from normal lists or the Claymore list. Claymore feats may only be activated while the Claymore is Awakened. Offensive Claymore feats do not stack; for example, the Claymore cannot spend attack actions preparing a Drill Arm, and then use Extend Arm to attack a distant enemy with it.
Offensive Feats:
Extend Arm – This offensive technique allows the Claymore to perform their melee attacks against an opponent outside of her normal threatened squares as a full round action, though each hit suffers a -3 penalty. The Claymore can choose to add her DEX bonus to her attack roll instead of her STR bonus, if it is higher. The reach for the attack is 20 feet. Prerequisites: DEX 15.
Greater Extend Arm – This increases the range of the Extend Arms attack to 30 feet and reduces each hit's penalty to -2. Prerequisites: DEX 17, Extend Arm.
Master Extend Arm – This increases the range of the Extend Arms attack to 40 feet and reduces each hit's penalty to -1. Prerequisites: DEX 19, Extend Arm, Greater Extend Arm.
Flash Sword – This offensive technique allows the Claymore to add an additional attack the number of attacks she can perform as a full round action, with the same penalty as the first hit (for example, a level 15 Claymore that normally hits at +15/+10/+5 would hit at +15/+15/+10/+5). The Claymore can choose to add her DEX bonus to her attack roll instead of her STR bonus, if it is higher. Prerequisites: DEX 16
Greater Flash Sword – This adds one more attack, for a total of two additional attacks, with a penalty equal to the second normal attack (+15/+10/+5 would become +15/+15/+10/+10/+5). Prerequisites: DEX 18, Flash Sword.
Master Flash Sword – This adds one more attack, for a total of three additional attacks, with a penalty equal to the last normal attack (+15/+10/+5 would become +15/+15/+10/+10/+5/+5). Prerequisites: DEX 20, Flash Sword, Greater Flash Sword.
Drill Arm – This offensive technique allows the Claymore to twist the muscles of their sword arm as a move action. Each additional twist of the arm adds 1d6 to the damage of their next successful attack (if they miss, the arm remains twisted; the additional damage is dealt on the next damage dealing attack). If the Claymore forgoes attacking during a round, they can use that attack action to twist their arm once more (to a maximum of two twists per round). If the Claymore's Awakening ends before the Drill Arm is used, the attack is lost. Prerequisites: STR 15.
Greater Drill Arm – This increases the additional damage rolls to 1d8. Prerequisites: STR 17, Drill Arm.
Master Drill Arm – This increases the additional damage rolls to 1d10. Prerequisites: STR 19, Drill Arm, Greater Drill Arm.
Dual Greatsword Fighting – This offensive technique allows the Claymore to wield a great sword in each hand (drawing the second great sword is a move action, even if the Claymore has the Quick Draw feat), with the second great sword gaining an equal number of attacks as the main weapon. However, each hit suffers a -8 penalty (for example, a level 10 Claymore normally attacks with +10/+5; using this feat, each sword would attack with +2/-3). The Claymore does not suffer an increased off-hand penalty. Prerequisites: STR 16.
Greater Dual Greatsword Fighting – This decreases the penalties for dual wielding great swords to -6/-6, and makes drawing the second great sword a free action. Prerequisites: STR 18, Dual Greatsword Fighting.
Master Dual Greatsword Fighting – This decreases the penalties for dual wielding great swords to -3/-3. Prerequisites: STR 20, Greater Dual Greatsword Fighting.
Rippling Sword - This offensive technique: flexible arm vibrates sword, which creates undulating, snake-like illusion, reducing target's ability to dodge or deflect blows.
Strong Sword - The other name for this style is called the sword of rigidness. Unknown strength ability enables technique: blade is bent back, which springs out on attack.
Quick sword - This high-speed continuous attack enables this technique attack target by releasing all Yoki/Yoma powers into sword arm, while paradoxically, controlling berserking arm through sheer will. less precise than other techniques, unpredictability of strikes make Quick-sword hard to counter.
Phantom Step - This offensive instant attack speed enables this technique: releasing bursts of Yoma power enables hyper-fast movement, leaving afterimage in opponent's vision, creating confusion. Hyper-fast stop-and-go movement crates multiple images. Also, hyper-fast movement dodge counterattack.
Defensive Feats:
Increased Regeneration – This defensive technique increases the Claymore's natural regeneration to 2 HP per round (even when not Awakened), and allows the Claymore to spend a full round action to focus their regeneration and immediately regain 1d3 HP per character level. After using this technique, the Claymore's AC increases by 2 until their next round. Prerequisites: CON 16.
Greater Increased Regeneration – This increases the Claymore's natural regeneration to 3 HP per round (even when not Awakened), and increases the focused regeneration to 1d4 per character level. After using this technique, the Claymore's AC increases by 3 until their next round (this replaces the bonus from Increased Regeneration). Prerequisites: CON 17, Increased Regeneration.
Master Increased Regeneration – This increases the Claymore's natural regeneration to 4 HP per round (even when not Awakened), and increases the focused regeneration to 1d6 per character level. After using this technique, the Claymore's AC increases by 4 until their next round (this replaces the bonus from Greater Increased Regeneration). Prerequisites: CON 18, Increased Regeneration, Greater Increased Regeneration.
I have four Feats i want to add but i need help with of the detail of the feats:
[b]Rippling Sword[b/] - This offensive technique: flexible arm vibrates sword, which creates undulating, snake-like illusion, reducing target's ability to dodge or deflect blows.
[b]Strong Sword[b/] - The other name for this style is called the sword of rigidness. Unknown strength ability enables technique: blade is bent back, which springs out on attack.
[b]Quick sword[b/] - This high-speed continuous attack enables this technique attack target by releasing all Yoki/Yoma powers into sword arm, while paradoxically, controlling berserking arm through sheer will. less precise than other techniques, unpredictability of strikes make Quick-sword hard to counter.
[b]Phantom Step[b/] - This offensive instant attack speed enables this technique: releasing bursts of Yoma power enables hyper-fast movement, leaving afterimage in opponent's vision, creating confusion. Hyper-fast stop-and-go movement crates multiple images. Also, hyper-fast movement dodge counterattack.
StabbittyDoom
|
Don't forget that Claymores come in offensive and defensive types. The Defensive types don't have a "special shtick", and instead gain the ability to regenerate rapidly (including recreating limbs from scratch), though the task takes a lot of energy (make it use "rage" rounds? spell-slot like mechanic? not sure).
Salarain
|
Don't forget that Claymores come in offensive and defensive types. The Defensive types don't have a "special shtick", and instead gain the ability to regenerate rapidly (including recreating limbs from scratch), though the task takes a lot of energy (make it use "rage" rounds? spell-slot like mechanic? not sure).
yes if you see that this is like Rage power called (Yoki/Yoma Powers).
Yoki Powers: As a Claymore gains levels, she learns to use her Yoki in new ways. Starting at 2nd level, a Claymore gain Yoki power. She gains another Yoki power for every two levels of claymore attain after 2nd level. A Claymore gains the benefits of yoki powers only while yokiing, and some of these powers require the claymore to taken an action first. Unless otherwise noted, a Claymore cannot select an individual power more than once, but activates the unstable Awakening side.
Awakening:
Yoki (Demon Energy) Pool: At ? level, a Claymore gains a pool of Yoki points, supernatural energy of a Yoma. When a Claymore is created she assimilates the yoma yoki. The Claymores uses yoki to use special skills like increasing their strength and speed: the more yoki used, the bigger the boost, but the distortion induced by the yoki released is also increased proportionally. Moreover, the yoma within her the more yoki she use; if they go beyond a certain point, they will "Awaken" and completely lose touch with their human self. Many Claymore also uses their yoki to make special moves. Claymores can use to accomlish amazing feats. The number of points in a Claymore's Yoki pool is equal to 1/2 her Claymore level + her Consitution modifier. As long as she has at least 1 point in her Yoki pool, she can make a yoki strike.
By spending 1 point from her Yoki pool, a claymore can do one the following:
• Make one additional attack at her highest attack bonus when a Offensive/Defensive type attack, or
• increase her speed by 20 feet for 1 round, or
• give herself a +4 dodge bonus to AC for 1 round.
• Re-attachment a body part limb takes 1 full round action
• Regenerate as like the regenerate spell; takes 3 full rounds, this requires the Claymore increased regeneration Feat.
| Sangalor |
@Salarain:
You have a lot of good ideas, I like it. I just think it's a bit too much, i.e. too many features and too many options. I would suggest to do three things:
1. Keep fluff and mechanics separated. You are mixing them too much IMO.
2. Do not make it racial. Other classes in Pathfinder also are justified by suddenly manifesting powers etc. Having a procedure done to give you special powers is not much different.
3. Try to fit it into an existing class, e.g. a ranger archetype. To give some impression of what I think:
Claymore Archetype - Ranger
- Favored Enemy: Yoma.
You are trained to exclusively fight Yoma. You must choose Yoma as your 1st favored enemy. Its bonuses increase by +2 at 5th level and every 5 levels thereafter. This replaces all favored enemies.
- Combat Style.
A claymore must choose the Two-Handed Combat Style. Unlike other rangers it does not loose the benefit of the combat style when wearing heavy armor. It further adds the following feats to the list of available feats:
-> insert your claymore feats here - Weapon and Armor proficiencies.
A claymore is proficient with all simple weapons and the greatsword. Claymore's are proficient with all kinds of armor, but not with shields. This replaces a ranger's normal Weapon and Armor proficiencies.
- Yoma familiarity.
A claymore adds its levels to perception and sense motive checks to see through the disguise of Yoma. However, their familiarity makes them suspicious to others. As a consequence, a claymore is always treated as 1 step more hostile by them than would usually be the case.
This replaces wild empathy.
- Claymore resilience.
A claymore has to endure more than othes. It gains the following bonus feats at the indicated levels: 3 - iron will, 7 - die hard, 8 - great fortitude, 13 - improved iron will, 18 - improved great fortitude.
This replaces favored terrains and woodland stride.
- Awakening
-> I like your idea, I just think treating it like a rage that you cannot end voluntarily with the consequence you described might also be an option, e.g.
At 1st, 4th, 8th, 12th, 16th and 20th level the claymore can access its demonic powers more and more. A claymore can rage as a barbarian using its level to determine the number of rounds, when to access greater rage etc. Claymore levels stack with other classes that grant rage.
A claymore's rage differs from a barbarian's rage: A claymore can get lose itself to the temptation of its powers. At the end of its rage a claymore must make a will save against 10 plus the claymore's level plus the number of rounds the claymore has raged. If it fails the save, it continues raging. The claymore may make a new saving throw every round, but the DC increases accordingly. A claymore may not willingly forsake a saving throw by outside influence, i.e. magical attempts to stop or control its rage (e.g. a calm emotions spell).
For example, a 4th level claymore that has raged 5 rounds has to make a will save against 19. If it fails that save it can save again the next round, but against a DC of 20.
A claymore can end its rage as an immediate action without or after a failed saving throw, but is exhausted afterwards and loses all its remaining rounds of rage for that day. This is also triggered automatically when a claymore falls unconscious during its rage.
If a claymore has failed her saving throw three times in a row, it becomes an awakened creature.
This replaces hunter's bond, evasion, camouflage, hide in plain sight, improved evasion and master hunter.
- Claymore powers.
Replaces spells class feature.
-> Use the Skirmisher archetype's mechanic here and offer your regeneration/offensive abilities here.
- Favored class options.
Allow a) 1/4 additional Claymore power or b) 1/4 bonus to will saving throws to end the rage. I suggest a).
Obviously the wording would need some improvement and Claymore powers etc. written up.
Some notes here:
1. I specifically would not limit it to females. Not only goes that against the usual pathfinder design, but it also does not fit the story. Though the now-known claymores are all female, the awakened beings are - to a large part - former male claymores. So they are possible, just not common.
2. I tried to make things more level dependent.
3. I have not evaluated your feats and abilities in terms of power balance. That would take more time.
4. Something that I have not really decided on is if a claymore should receive some paladin-like ability to overcome the DR of a yoma during its awakening. Might be too much with all the other stuff or just enough. But that really depends on the youma themselves...
5. Regarding healing/offense: I would not require the decision for one or the other. It seemed to me less like a rule than what's common in the series.
Well, maybe this gives you some ideas. Again, I think you have written a lot of great stuff :-)
Salarain
|
@Salarain:
You have a lot of good ideas, I like it. I just think it's a bit too much, i.e. too many features and too many options. I would suggest to do three things:
1. Keep fluff and mechanics separated. You are mixing them too much IMO.2. Do not make it racial. Other classes in Pathfinder also are justified by suddenly manifesting powers etc. Having a procedure done to give you special powers is not much different.
3. Try to fit it into an existing class, e.g. a ranger archetype. To give some impression of what I think:
Claymore Archetype - Ranger
...
- Favored Enemy: Yoma.
You are trained to exclusively fight Yoma. You must choose Yoma as your 1st favored enemy. Its bonuses increase by +2 at 5th level and every 5 levels thereafter. This replaces all favored enemies.
- Combat Style.
A claymore must choose the Two-Handed Combat Style. Unlike other rangers it does not loose the benefit of the combat style when wearing heavy armor. It further adds the following feats to the list of available feats:
-> insert your claymore feats here- Weapon and Armor proficiencies.
A claymore is proficient with all simple weapons and the greatsword. Claymore's are proficient with all kinds of armor, but not with shields. This replaces a ranger's normal Weapon and Armor proficiencies.
- Yoma familiarity.
A claymore adds its levels to perception and sense motive checks to see through the disguise of Yoma. However, their familiarity makes them suspicious to others. As a consequence, a claymore is always treated as 1 step more hostile by them than would usually be the case.
This replaces wild empathy.
- Claymore resilience.
A claymore has to endure more than othes. It gains the following bonus feats at the indicated levels: 3 - iron will, 7 - die hard, 8 - great fortitude, 13 - improved iron will, 18 - improved great fortitude.
This replaces favored terrains and woodland stride.
- Awakening
-> I like your idea, I just think treating it
I love the way you done some input ideas help on a ranger concept.Idid and some of your ideas. Lets review the changes on the format given in the spoiler down below. I still other issue with get the powers done the right wayand more other corection i need help with. please review
Claymores:
The Organization creates Claymores by implanting Yoma(Demon) flesh and blood into humans, thus creating hybrid more powerful than the original Yoma, in addition to weapons training and often greater intelligence. A side effect is that the hair color of each Claymore changes to blond from its original color. They use large claymore swords that normal humans cannot wield and are characterized by their silver eyes and light blond-to-white hair.
A Claymore's standard abilities include overall enhanced physical ability, faster healing, limited shape modification and the ability to detect Yoma by sensing their Yoki (Yoma energy). To use these abilities, they access the powers of their Yoma half. However, if the Yoma powers of each Claymore are pushed over a certain limit, the Claymore loses all humanity and becomes a powerful, highly intelligent, and incredibly bloodthirsty Yoma called an Awakened Being. A Claymore will ask a friend (usually another Claymore) to kill them if they sense they are "Awakening," ensuring they do not turn into the very monsters they hunt.
All current Claymores are female, since the Organization's past experiments with male hybrids have shown them to be prone to become Awakened Beings too quickly.
Almost all Claymores are created against their will, only becoming Claymores because they had no other way of living or because they were sold to the Organization. Many are orphans, abandoned children or survivors of Yoma attacks. Thus, many Claymores have a personal vendetta against Yoma and throughout the series, stories appear of the horror of these young survivors.
Alignment: A Claymore is strictly trained by the organization that created her, so it is very common for her to be Lawful Neutral. However, she may eventually begin to view the world in a different light after going through many new experiences, so it is not especially uncommon for a Claymore to shift to Chaotic Good or Neutral. A shift further than that is very rare.
Hit Die: d10
Class Skills: Acrobatics (Dex), Climb (Str), Heal (Wis), Jump (Str), Intimidate (Cha), Knowledge (Demons) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str). ***(Maybe add Spellcraft (Int) If using a Spell list known)?
Skill Ranks per levels: 4 + INT modifier
Class Features:
Weapon and Armor Proficiency: A claymore is proficient with all simple weapons and the Great-sword. Claymore's are proficient with all kinds of armor, but not with shields. This replaces a ranger's normal Weapon and Armor proficiencies. A Claymore becomes Skilled in the use of massive weapon the Great-sword allows the Claymores to singly one handed instead of normal require two hands wield her Great-sword.
Favored class options. Allow a) 1/4 additional Claymore power or b) 1/4 bonus to will saving throws to end the rage.
Favored Enemy (Ex): Yoma(or as known is Demons).
You are trained to exclusively fight Yoma. You must choose Yoma as your 1st favored enemy. Its bonuses increase by +2 at 5th level and every 5 levels thereafter. This replaces all favored enemies.
Combat Style: A claymore must choose the Two-Handed Combat Style. Unlike other rangers it does not lose the benefit of the combat style when wearing heavy armor.
Combat Style Feats: At level 3 and every three levels after, a Claymore gets to choose a bonus feat in addition to the feats she would normally get through character level progression. However, these bonus feats must be chosen from the list of Claymore feats, where as the normal feats gained from her character level can come from normal lists or the Claymore list. Claymore feats may only be activated while the Claymore is Awakened. Offensive Claymore feats do not stack; for example, the Claymore cannot spend attack actions preparing a Drill Arm, and then use Extend Arm to attack a distant enemy with it.
Offensive Feats:
Extend Arm – This offensive technique allows the Claymore to perform their melee attacks against an opponent outside of her normal threatened squares as a full round action, though each hit suffers a -3 penalty. The Claymore can choose to add her DEX bonus to her attack roll instead of her STR bonus, if it is higher. The reach for the attack is 20 feet. Prerequisites: DEX 15.
Greater Extend Arm – This increases the range of the Extend Arms attack to 30 feet and reduces each hit's penalty to -2. Prerequisites: DEX 17, Extend Arm.
Master Extend Arm – This increases the range of the Extend Arms attack to 40 feet and reduces each hit's penalty to -1. Prerequisites: DEX 19, Extend Arm, Greater Extend Arm.
Flash Sword – This offensive technique allows the Claymore to add an additional attack the number of attacks she can perform as a full round action, with the same penalty as the first hit (for example, a level 15 Claymore that normally hits at +15/+10/+5 would hit at +15/+15/+10/+5). The Claymore can choose to add her DEX bonus to her attack roll instead of her STR bonus, if it is higher. Prerequisites: DEX 16
Greater Flash Sword – This adds one more attack, for a total of two additional attacks, with a penalty equal to the second normal attack (+15/+10/+5 would become +15/+15/+10/+10/+5). Prerequisites: DEX 18, Flash Sword.
Master Flash Sword – This adds one more attack, for a total of three additional attacks, with a penalty equal to the last normal attack (+15/+10/+5 would become +15/+15/+10/+10/+5/+5). Prerequisites: DEX 20, Flash Sword, Greater Flash Sword.
Drill Arm – This offensive technique allows the Claymore to twist the muscles of their sword arm as a move action. Each additional twist of the arm adds 1d6 to the damage of their next successful attack (if they miss, the arm remains twisted; the additional damage is dealt on the next damage dealing attack). If the Claymore forgoes attacking during a round, they can use that attack action to twist their arm once more (to a maximum of two twists per round). If the Claymore's Awakening ends before the Drill Arm is used, the attack is lost. Prerequisites: STR 15.
Greater Drill Arm – This increases the additional damage rolls to 1d8. Prerequisites: STR 17, Drill Arm.
Master Drill Arm – This increases the additional damage rolls to 1d10. Prerequisites: STR 19, Drill Arm, Greater Drill Arm.
Dual Greatsword Fighting – This offensive technique allows the Claymore to wield a great sword in each hand (drawing the second great sword is a move action, even if the Claymore has the Quick Draw feat), with the second great sword gaining an equal number of attacks as the main weapon. However, each hit suffers a -8 penalty (for example, a level 10 Claymore normally attacks with +10/+5; using this feat, each sword would attack with +2/-3). The Claymore does not suffer an increased off-hand penalty. Prerequisites: STR 16.
Greater Dual Greatsword Fighting – This decreases the penalties for dual wielding great swords to -6/-6, and makes drawing the second great sword a free action. Prerequisites: STR 18, Dual Greatsword Fighting.
Master Dual Greatsword Fighting – This decreases the penalties for dual wielding great swords to -3/-3. Prerequisites: STR 20, Greater Dual Greatsword Fighting.
Defensive Feats:
Increased Regeneration – This defensive technique increases the Claymore's natural regeneration to 2 HP per round (even when not Awakened), and allows the Claymore to spend a full round action to focus their regeneration and immediately regain 1d3 HP per character level. After using this technique, the Claymore's AC increases by 2 until their next round. Prerequisites: CON 16.
Greater Increased Regeneration – This increases the Claymore's natural regeneration to 3 HP per round (even when not Awakened), and increases the focused regeneration to 1d4 per character level. After using this technique, the Claymore's AC increases by 3 until their next round (this replaces the bonus from Increased Regeneration). Prerequisites: CON 17, Increased Regeneration.
Master Increased Regeneration – This increases the Claymore's natural regeneration to 4 HP per round (even when not Awakened), and increases the focused regeneration to 1d6 per character level. After using this technique, the Claymore's AC increases by 4 until their next round (this replaces the bonus from Greater Increased Regeneration). Prerequisites: CON 18, Increased Regeneration, Greater Increased Regeneration.
Favored Terrain (Ex): Is replaces by resilience.
Claymore resilience:
A claymore has to endure more than others. It gains the following bonus feats at the indicated levels: 3 - iron will, 7 - die hard, 8 - great fortitude, 13 - improved iron will, 18 - improved great fortitude. This replaces favored terrains and woodland stride.
Yoki (Demon Energy) Pool (like rage pool): At First level, a Claymore gains a pool of Yoki points, supernatural energy of a Yoma. When a Claymore is created she assimilates the yoma yoki. The Claymores uses yoki to use special skills like increasing their strength and speed: the more yoki used, the bigger the boost, but the distortion induced by the yoki released is also increased proportionally. Moreover, the yoma within her the more yoki she use; if they go beyond a certain point, they will "Awaken" and completely lose touch with their human self. Many Claymore also uses their yoki to make special moves. Claymores can use to accomlish amazing feats. The number of points in a Claymore's Yoki pool is equal to 1/2 her Claymore level + her Wisdom modifier. As long as she has at least 1 point in her Yoki pool, she can make a yoki strike.
Yoki Powers (like Rage Powers): As a Claymore gains levels, she learns to use her Yoki in new ways. Starting at 1st, 4th, 8th, 12th, 16th and 20th level, a Claymore gain Yoki power. She gains another Yoki power for every four levels of claymore attain after 1st level. A Claymore gains the benefits of yoki powers only while yokiing, and some of these powers require the claymore to taken an action first. Unless otherwise noted, a Claymore cannot select an individual power more than once, but activates the unstable Awakening side.
Claymores' Yoki powers: (Replaces spells class feature).
Regeneration: Claymores naturally regenerate 1 HP per turn.
Fast Healing: Claymores has the ability to use their Yoki/Yoma abilities regain hit points at an exceptional rate, usually 1 or more hit points per round, as given in the claymore's entry.
Re-Attachment: Claymores has the ability to re-attach a body part Limbs (Arms and or Legs must be from another Human and or another Claymore), in some cases if a Claymore's lose a limb from a combat must re-cut the wound area of a of missing limb to re-attach another human's limb. This requires a lot time takes a move action to start the process complete a re-attach any limbs
Sense: Claymores naturally Sense(Detect demon) up to several miles. This is given during the start of the Claymore Yoki/Yoma.
Limb Stretching - This technique: shape-shifting the flexible limb stretching; attack target by flexing stretched limbs.
Rippling Sword - This offensive technique: flexible arm vibrates sword, which creates undulating, snake-like illusion, reducing target's ability to dodge or deflect blows.
Strong Sword - The other name for this style is called the sword of rigidness. Unknown strength ability enables technique: blade is bent back, which springs out on attack.
Quick sword - This high-speed continuous attack enables this technique attack target by releasing all Yoki/Yoma powers into sword arm, while paradoxically, controlling berserking arm through sheer will. less precise than other techniques, unpredictability of strikes make Quick-sword hard to counter.
Phantom Step - This offensive instant attack speed enables this technique: releasing bursts of Yoma power enables hyper-fast movement, leaving afterimage in opponent's vision, creating confusion. Hyper-fast stop-and-go movement crates multiple images. Also, hyper-fast movement dodge counterattack
Feature: Awakening: the claymore can access its demonic powers more and more. A claymore can rage as a barbarian using its level to determine the number of rounds, when to access greater rage etc. Claymore levels stack with other classes that grant rage.
A claymore's rage differs from a barbarian's rage: A claymore can get lose itself to the temptation of its powers. At the end of its rage a claymore must make a will save against 10 plus the claymore's level plus the number of rounds the claymore has raged. If it fails the save, it continues raging. The claymore may make a new saving throw every round, but the DC increases accordingly. A claymore may not willingly forsake a saving throw by outside influence, i.e. magical attempts to stop or control its rage (e.g. a calm emotions spell).
For example, a 4th level claymore that has raged 5 rounds has to make a will save against 19. If it fails that save it can save again the next round, but against a DC of 20.
A claymore can end its rage as an immediate action without or after a failed saving throw, but is exhausted afterwards and loses all its remaining rounds of rage for that day. This is also triggered automatically when a claymore falls unconscious during its rage.
If a claymore has failed her saving throw three times in a row, it becomes an awakened creature.
This replaces hunter's bond, evasion, camouflage, hide in plain sight, improved evasion and master hunter.
Starting at second level, a Claymore can “Awaken.” As a move action, she can release 10% of the demonic magic stored within her body to increase her strength and power. Her STR, CON, DEX, and AC all increase by 2 (and she gains temporary hit points equal to her CON modifier times her character level; these points disappear after her Awakening). Her move speed also increases by 10 feet per round for the Awakening's duration. While Awakened, she cannot use any INT-, WIS-, or CHA-based skills. The duration lasts for one minute (or ten rounds), after which the Claymore is fatigued and suffers penalties equal to the Awakening's bonuses (a 10% Awakening would result in a fatigue of -2 STR, -2 CON, -2 DEX, -2 AC, and -10 movement). Fatigue lasts until the end of combat, and the Claymore cannot Awaken again during that encounter. During a 10% Awakening, the Claymore's eyes turn yellow and their pupils narrow into vertical slits.
At level six, the Claymore can release up to 30% of her power. This requires two move actions (the first move action to Awaken to 10%, and the second to reach 30%). During a 30% Awakening, STR, CON, DEX, and AC all increase by 4, and movement increases by 15 feet. Fatigue penalties are -4 STR, -4 CON, -4 DEX, -4 AC, and -15 movement. During a 30% Awakening, veins begin to protrude from the Claymore's skin and their teeth elongate into fangs.
At level ten, the Claymore can release up to 50% of her power. This requires three move actions (the first to Awaken to 10%, the second to Awaken to 30%, and the third to Awaken to 50%). During a 50% Awakening, STR, DEX, CON, and AC increase by 6, and movement increases by 20 feet. Fatigue penalties are -6 STR, -6 CON, -6 DEX, -6 AC, and -20 movement. During a 50% Awakening, the Claymore's muscles expand.
At level fourteen, the Claymore can release up to 80% of her power. This requires four move actions. During an 80% Awakening, STR, DEX, CON, and AC increase by 8, and movement increases by 25 feet. Fatigue penalties are -8 STR, -8 DEX, -8 CON, -8 AC, and -25 movement. Releasing this much power puts the Claymore at risk of a Full Awakening, and so at the end of every turn the Claymore must make a Will save (DC is Character level + number of times that Claymore has Awakened that day). A failed save results in the power increasing by 10% (first failure raises the Awakening to 90%, the second raises the Awakening to 100%, a Full Awakening). A fully Awakened Claymore loses her mind and becomes a demon of the same character level (using the Half-Fiend template). During an 80% Awakening, the Claymore's body may begin to deform (though this does not affect the way the character moves or acts during their turns).
As a full round action, a Claymore can prematurely end her Awakening, though she still suffers the full penalties.
Tireless Awakening: At level 19, a Claymore is no longer fatigued after Awakening. However, she may still only Awaken once per combat.
Level BAB F R W SPECIAL
1 +1 2 0 2 Weapon Proficiency (Greatsword), Fast-Healing, Sense(Detect Demons),Yoki(Rage power)
2 +2 3 0 3 Awakening 1/day, Awakening 10%,
3 +3 3 1 3 Claymore Feat, Iron Will
4 +4 4 1 4 Weapon Focus (Greatsword), Yoki(Rage) power
5 +5 4 1 4 Awakening 2/day
6 +6/+1 5 2 5 Awakening 30%, Claymore Feat,
7 +7/+2 5 2 5 Greater Weapon Focus (Greatsword), Die Hard
8 +8/+3 6 2 6 Awakening 3/day, Yoki(Rage) power, Great Fortitude
9 +9/+4 6 3 6 Claymore Feat
10 +10/+5 7 3 7 Awakening 50%,
11 +11/+6/+1 7 3 7 Awakening 4/day
12 +12/+7/+2 8 4 8 Claymore Feat, Yoki(Rage) power
13 +13/+8/+3 8 4 8 Weapon Specialization (Greatsword), Improve Iron Will
14 +14/+9/+4 9 4 9 Awakening 5/day, Awakening 80%,
15 +15/+10/+5 9 5 9 Claymore Feat
16 +16/+11/+6/+1 10 5 10 Greater Weapon Specialization (Greatsword), Yoki(Rage) power
17 +17/+12/+7/+2 10 5 10 Awakening 6/day
18 +18/+13/+8/+3 11 6 11 Claymore Feat, Improve Greater Fortitude
19 +19/+14/+9/+4 11 6 11 Tireless Awakening
20 +20/+15/+10/+5 12 6 12 Awakening 7/day, Yoki(Rage) power
Once again thank you.
| Sangalor |
I love the way you done some input ideas help on a ranger concept.Idid and some of your ideas. Lets review the changes on the format given in the spoiler down below. I still other issue with get the powers done the right wayand more other corection i need help with. please review
Claymore Archetype Ranger:
...Once again thank you.
Thanks, glad you like it :-)
Regarding the review and balancing it, I would like to know, what kind of setting you want this to work in, i.e.
1. Is the setting Golarion or an Adventure Path?
2. Are there any other (martial) classes in the game or in the same group?
3. Will Yoma (demons) make a frequent appearance?
If the answer to all three above is "yes", particularly #2, then I think your Claymore variant is much too powerful. IMO there is basically no reason why anyone should play a non-full-caster class anymore. Just to point out a few of the things:
- You give them 15 bonus feats. That is more than the class with the most feats in the game,the fighter, gets. Plus a good will save, plus special feats, plus huge boosts to str/con and AC, plus extra bonuses against their specific foes. And amongst those bonus feats there are the big 4 of the fighter: weapon focus/specialization and their greater variants.
- Fatigue is no real problem in Pathfinder. There are lots of low level items or abilities that other characters and classes can use to remove it instantly, so this is not a problem and thus no drawback.
- The healing is too powerful, there is no need for any healing class (like cleric, oracle etc.) anymore. You just do it yourself. It also does not fit the series IMO: Serious injuries do no heal that quickly but rather take a day or more. So I would limit it to 1hp per hour at best, maybe give it a boost like the monk's wholeness of body ability as an option.
- You get too many skill points - if you base it on the paladin frame (two good saves, full bab) you should at most get two per level.
- Your awakening provides boosts to AC as well. That is like smite evil, just static and thus easily min-maxable. It should rather provide high penalties.
- The x times per day awakening mechanic would make it easier to balance it at first glance. It's different in the series though: not the number of times a day matters, but how long someone spends in an awakened state.
- I am not sure: Are the awakening boosts supposed to go together with the rage bonuses? I would really recommend not to do that, set a bonus type (like morale) and to limit it to a number of rounds.
- Aside from the risk of awakening (which is rather low) you have put no drawbacks into the class like the yoma familiarity I proposed. In the series Claymores where feared and distrusted at best.
- Your attack and damage bonuses increase so quickly, there is no creature in the bestiary that can stand up to you. For example, at 12th level you have (if I understand correctly) +12 (bab) +6 (favored enemy) + 3 (str boost from rage) +3 (str boost from awakening) +2 (greater weapon focus) = +26 to hit without any strength bonus, magic weapon enhancement, inspire courage etc. You'll basically auto-hit with every attack.
- Don't forget the Claymore gets its usual feats (level 1, 3, ...) in addition. You can easily implement archery, power attack chains, take blind-fight to reduce miss chances etc. on top of everything you got.
So I would need to know the setting and if you want to balance it, or if basically all in your group will use this class and you upgrade the monsters in the bestiary. Then I can probably give some better recommendations :-)
| The Shaman |
Okay, a few comments:
- as said before, they get a huge amount of feats - more than fighters. That could be an issue.
-I think the swords they used behaved a lot like bastard swords - it took a huge amount of training to wield one one-handed, but it was possible - and some of the warriors used two weapons. So instead, I'd give them proficiency with the bastard sword. I know they were freaking big in the manga/anime, but that's artistic license.
- In fact, I'm not sure they need to get heavy armor proficiency - the armors they used were imo comparable to breastplates. If they are rangers and get an insane amount of feats, they may as well get medium armor... though to be frank, some of them pulled some pretty impressive acrobatics with it.
- Do they keep spell casting? Instant enemy would pretty much negate their narrow specialization.
- Flash sword gives you extra attacks without a penalty, at least one at full BAB. Eh...
- dual-wielding greatswords starts bad, and doesn't get that much better. Just make it bastard swords and have a tree that reduces the penalties.
- They get die hard, do they get endurance? On top of Iron Will and great fortitude? Err...
Really, I think it's a bit much. On that note, seriously guys, check the psychic warrior and soulknife classes and the slayer PrC - just say youma are an aberration or outsider subtype (not exactly a stretch). It's at the paizo website, almost tailor-made, and psionics has been fairly decent since 3.5
| Belle Mythix |
Okay, a few comments:
- as said before, they get a huge amount of feats - more than fighters. That could be an issue.
-I think the swords they used behaved a lot like bastard swords - it took a huge amount of training to wield one one-handed, but it was possible - and some of the warriors used two weapons. So instead, I'd give them proficiency with the bastard sword. I know they were freaking big in the manga/anime, but that's artistic license.
- In fact, I'm not sure they need to get heavy armor proficiency - the armors they used were imo comparable to breastplates. If they are rangers and get an insane amount of feats, they may as well get medium armor... though to be frank, some of them pulled some pretty impressive acrobatics with it.
- Do they keep spell casting? Instant enemy would pretty much negate their narrow specialization.
- Flash sword gives you extra attacks without a penalty, at least one at full BAB. Eh...
- dual-wielding greatswords starts bad, and doesn't get that much better. Just make it bastard swords and have a tree that reduces the penalties.
- They get die hard, do they get endurance? On top of Iron Will and great fortitude? Err...
Really, I think it's a bit much. On that note, seriously guys, check the psychic warrior and soulknife classes and the slayer PrC - just say youma are an aberration or outsider subtype (not exactly a stretch). It's at the paizo website, almost tailor-made, and psionics has been fairly decent since 3.5
some of these...
And the Youma/Awakened Ones/Abyssal Ones might also fit:
Salarain
|
Salarain wrote:I love the way you done some input ideas help on a ranger concept.Idid and some of your ideas. Lets review the changes on the format given in the spoiler down below. I still other issue with get the powers done the right wayand more other corection i need help with. please review
Claymore Archetype Ranger:
...Once again thank you.
Thanks, glad you like it :-)
Regarding the review and balancing it, I would like to know, what kind of setting you want this to work in, i.e.
1. Is the setting Golarion or an Adventure Path?
2. Are there any other (martial) classes in the game or in the same group?
3. Will Yoma (demons) make a frequent appearance?If the answer to all three above is "yes", particularly #2, then I think your Claymore variant is much too powerful. IMO there is basically no reason why anyone should play a non-full-caster class anymore. Just to point out a few of the things:
...
- You give them 15 bonus feats. That is more than the class with the most feats in the game,the fighter, gets. Plus a good will save, plus special feats, plus huge boosts to str/con and AC, plus extra bonuses against their specific foes. And amongst those bonus feats there are the big 4 of the fighter: weapon focus/specialization and their greater variants.
- Fatigue is no real problem in Pathfinder. There are lots of low level items or abilities that other characters and classes can use to remove it instantly, so this is not a problem and thus no drawback.
- The healing is too powerful, there is no need for any healing class (like cleric, oracle etc.) anymore. You just do it yourself. It also does not fit the series IMO: Serious injuries do no heal that quickly but rather take a day or more. So I would limit it to 1hp per hour at best, maybe give it a boost like the monk's wholeness of body ability as an option.
- You get too many skill points - if you base it on the paladin frame (two good saves, full bab) you should at most get two per level.
- Your awakening
I guess I will start all over again, going back to drawing board.
1. Is the setting Golarion or an Adventure Path?
2. Are there any other (martial) classes in the game or in the same group?
3. Will Yoma (demons) make a frequent appearance?
Salarain
|
Okay, a few comments:
- as said before, they get a huge amount of feats - more than fighters. That could be an issue.
-I think the swords they used behaved a lot like bastard swords - it took a huge amount of training to wield one one-handed, but it was possible - and some of the warriors used two weapons. So instead, I'd give them proficiency with the bastard sword. I know they were freaking big in the manga/anime, but that's artistic license.
- In fact, I'm not sure they need to get heavy armor proficiency - the armors they used were imo comparable to breastplates. If they are rangers and get an insane amount of feats, they may as well get medium armor... though to be frank, some of them pulled some pretty impressive acrobatics with it.
- Do they keep spell casting? Instant enemy would pretty much negate their narrow specialization.
- Flash sword gives you extra attacks without a penalty, at least one at full BAB. Eh...
- dual-wielding greatswords starts bad, and doesn't get that much better. Just make it bastard swords and have a tree that reduces the penalties.
- They get die hard, do they get endurance? On top of Iron Will and great fortitude? Err...
Really, I think it's a bit much. On that note, seriously guys, check the psychic warrior and soulknife classes and the slayer PrC - just say youma are an aberration or outsider subtype (not exactly a stretch). It's at the paizo website, almost tailor-made, and psionics has been fairly decent since 3.5
First I want Claymore to be develop as a pathfinder settings. I know psychic warrior would be the better choice. but please stick with the pathfinder settings. 3.75 please
| Bardess |
I'd say Claire's a Blooded Hunter (multiclass ranger/sorcerer archetype) with Aberrant (Warped) Bloodline and aberrations as her only favored enemy. I suspect this archetype was created with her in mind.
| The Shaman |
First I want Claymore to be develop as a pathfinder settings. I know psychic warrior would be the better choice. but please stick with the pathfinder settings. 3.75 please
Mechanically, Dreamescarred's psionics is Pathfinder - third party, perhaps, but with a fair bit of support and testing, so quite viable. Fluffwise, psionicists are known to exist in Pathfinder as per the setting book, and what would be the difference between that and some of the more esoteric martial art traditions a la Qingong monks? Considering the pseudo-science that iirc went into the creation of soldiers, psionics wouldn't be too far out of theme, and it handles the "this is a very special weapon slash, not an actual spell" aspect of the action quite well.
If it has to be Paizo-only material, then I'd look into a ranger with inquisitor or druid(and spells) for some of the crazier things. However, the currently existing classes don't support some of the options so well.