How can I take an anime character to become like a Pathfinder character to role play?


Advice

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Lemmy wrote:

Possible Claymore build (using a 20pt buy):

** spoiler omitted **...

Not bad at all for something right off the top like that. Nice to see other people here like the show. Also nice to see somebody actually trying to help with the spirit of the thing, instead of insisting it can't be done and brushing the whole thing off.

I've built a few anime-derived characters for my players over the years, usually substituting supernatural and spell-like abilities for class abilities. It isn't that hard to balance such a character for reasonable play, given a little time and knowledge of the game.


Salarain wrote:

Well i guess i may have to home brew the a template to make it work.

like insted of rage pool, call it either "Yoma or Yoki" as the demon part.

also make a Prestige class call Claymore.

requirements:
Base attack bonus: +5
Special: Rage Power(yoma, yoki), Weapon Specialization (Greatsword(claymore weapon)).
Skills: Survival +5, Intimidate +5
Alignment: Non-Nutral? maybe

I am still pondering on the ideas.

I really don't think Claymore is a class. It's a race. The Organization doesn't really have a standard for training them. Their powers manifest naturally, and are usually unique to each. (It took Elana giving her remaining arm to Claire to teach her the Quicksword.)

Remember that using their Yoki lowers their Wisdom, and forces a Will save on them. Each time they use it past a certain threshold, the Will save increases. A failure means they can never come back to "human," and are lost.

Do you have a GM? If you were in my game, I would want to build this with you from the ground up. The best bet would be a new race, balanced to a certain CR. Then you would apply fighter class levels over it. Really, you need an experienced GM to help with this.


@Bruunwald: That is very true.

Though when you have something like a Claymore... it can be annoyingly convoluted. to get a Claymore exactly like the manga(much easier than the show as it has more information) you need a race that comes out to around 42 RP just for a Claymore like the main character who is the weakest of them all. And would have to have a Barbarian/Fighter/Paladin/Ranger/Monk Gestalt... a 5 class Gestalt just for The Weakest Claymore.

Now a Claymore-esque race can be built for around 16 RP. And then can choose any class and be played up as a demon hunter. As a normal Yoma would be around a CR 5. Now one like the Silver King would probably be CR 23-25.

Edit: Claymore can use their power freely until they reach a certain level of strain then it would actually be a Save.

Claymore is the Organization. The women are half-yoma humans(read half-fiend humans) who manifest individualized powers with very few powers overlapping.

Their are 3 very, very, very broad categories of "Claymore":

Offensive: increased strength and agility.
Defensive: increased pain threshold and regeneration abilities.
Sensors/Seers: incredible ability to detect even the slightest change in Yoki. The main character is this type.


Yoma in Claymore are not really demons, but rather aberrations. I`d go simple... Two-handed fighter with Eldritch Heritage (Aberrant/Warped), or maybe Cabalist Magus.

The Exchange

A ranger class? 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 least one of them. The question is, how would you add these abilities:

*Fast Healing
*Regeneration
*re-attachment arms and leg
*increase Strength, power, speed, and agility
*Scent
*dark vision
*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: Abyssal, Celestial, and Draconic
*damage Reductions

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 Empathy to maybe Telepathy?
*Hunter's Bond to "?"
*Wood stride to "?"
*Camouflage to "?"
*Favored terrain to "?"
*Hide in plain sight to "?"

Spell table:

*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 Celestial to smite evil?

what alignment would be requirement or if any? I'm thinking maybe non-

Neutral? Lawful good/evil, and Chaotic good/evil?

These are just more pondering Ideas.


Bruunwald wrote:

Not bad at all for something right off the top like that. Nice to see other people here like the show. Also nice to see somebody actually trying to help with the spirit of the thing, instead of insisting it can't be done and brushing the whole thing off.

I've built a few anime-derived characters for my players over the years, usually substituting supernatural and spell-like abilities for class abilities. It isn't that hard to balance such a character for reasonable play, given a little time and knowledge of the game.

Thanks, I know how frustrating it's to want to play something and ask for advice but only be answered with "fool! don't play X! Play Y!", although it hasn't happened to me in this particular forum yet.

Sometimes it's a valid advice, as they suggest similar characters/classes ("instead of a rogue, try a ninja or a ranger"), but very often it's just "bah, rogues suck, make a wizard" or something like that.

I really like the Claymore manga, it's a very mature and very intelligent story, which is not something we see often.

The Barbarian build I suggest was quick build I made just to try and make it as RAW as possible, so it'd not depend on GM approval. Sure, a half-fiend non-LG Paladin could work better, but who knows if the GM is willing to allow such character? Refluffing Rage as Yoki and Rage Powers as Yoki abilities/techiniques is just wordplay and has no mechanical effect at all, so it's pretty easy to convince your GM to lel you do it.

And who knows, it might help other Claymore fans who play PFS.


Salarain wrote:

I think you guys are viewing this in the wrong way. Its a Human or elf race are slap with a demon in there bodies, So something like Template of something, the claymore masters with a Claymore weapon, but use the demon inside them of powers, which could be any of abilities. Yes raging abilities like barbarin, Fighter sytle alot of feats, something with Fast healing. Tiefling is a race. claymore is not a race its a humon or Elf.

powers like yoki pool like rage pool, this would convert them to a yoki or a awaken-being.

Would a prestige class call Claymore? I dont think that claymore have any magic items unless the claymore is a from of a magic item? Maybe adding special abilies in the prestige template might work. I dont know.

More to pondering on ideas.

I think most of us were limiting ourselves to things most GM's are likely to approve. Of course if you are home brewing new race/class/PrC and using templates and monster abilities you can get much closer. Sky's the limit at that point.


I would say make your own homebrew race using the race builder. It might not be exact but you can get close. For a character close to the main character(can't remember her name...) an at-will haste spell like ability would work. Add in fast healing. Then throw in a spell like ability to represent regeneration(can remember the spell off hand).


I found a good archetype for this build. It is a Ranger Archetype accessible from D20pfsrd.com. it is called Yokai Hunter.

The Exchange

I had been pondering on homebrew Feats for the Claymore like a class Build. Looking for the ******** note on the new four feats. I want to added to the list below. Please help with any ideas. Thanks

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.

**********Here are four more Feats I need help with:

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.

The Exchange

Claymore Archetype Ranger:
Claymore Archetype - Ranger/Fighter/Barbarian/Paladin - ***At this time, I am using a format of a Ranger concept.

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.


Hmm as a general glance... it seems awkward... at best...

I can tell you more after I get to my laptop.


Just to avoid multiple iterations: This is also being discussed in this thread :)


Have you listened to the Gamer's Guide to Pathfinder podcast about skinning?

I would suggest you take a barbarian, skin the "rage" as Yoma-mode, and then take a masterwork greatsword and breastplate. Then, talk to your GM about auto-resolving minor acrobatics checks that fit the character's fight style (small wall-running to attack, jumping to strike, etc.) For stats, prioritize strength, keep charisma at about 12 maximum, and then max out intimidate. There are a lot of things you could do, but I would think that, to get the basic concept, this would work rather well.

What do you think, Pathfinder Community?


I haven't seen/read Claymore, but I did check out the wiki article linked.

It seems like you could do this several ways, especially if you can use 3PP books.

For race, Oni-spawn and Demon-spawn tieflings, or human.

1) There is a 3PP archetype for the Magus called Cabalist. Changes your spellcasting to be like a bards (spells per day, spells known, cast off Cha) but with the Magus spell list. You also have a Sorcerer bloodline.

So a Demon-spawn tiefling (+2 Str, +2 Cha, -2 Int) Magus with the Aberrant, Abyssal, Daemon, Infernal, Oni, or maybe even Orc bloodlines.

2) I like the Oni-spawn Barbarian build posted up thread.

3) Human or Demon-spawn Synthesist Summoner. Pick one level of a martial class or even just use a trait/feat for weapon proficiency.

4) Another 3PP possibility would be the psionic class, Aegis. More specifically the archetype Aberrant for it. You get bonus power points based on Int, but since you don't cast/manifest anything with them you could go for any of the three races above, since even an Int penalty won't really hurt anything.

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