Claymore Prestige Class - Help Please [Archive] - Wizards Community

Post/Author/DateTimePost
PinkLover1991

12-09-07, 02:25 PM
I was woundering if someone could help me in the creation of a claymore class its pritty much a prestige class that has been injected with a serum to boost there Yoki (demonic energies) and there are only female Claymore's left since the males liked the feeling of expending there Yoki to and beyond the limit (80%) and they ended up becoming "Awakened Beings"
Here is what i have figured out:

There are two types of Claymore's - Offencive & Defensive (which means i need to make two seperat classes)
-The offensive has greater attacks (more powerful) but losses out on the full/pefect regeneration (when regenerating they regenerat normal human limbs or whatever they need to regenerate)
-The Defenecive Claymore's have perfect regeneration (they can regenerat an arm or leg withing 2-5 mins) but loss out on the powerful attacks (they can also re-attach a recently severed limb (from any claymore) to reatatch it almost instataniously)

Also Claymores have there own secret ability take for example Clair (main Character from the anime) she can sence the Yoki flowing through the Awakened ones bodies predicting the attack before the Awakened one attacks (i would say as long as she is yousing her Yoki she gets a 60% concelment or more but this takes up alot of her Yoki to do) however she can only use this ability on someone who is expending 100% of there Yoki.

It would be very apriciated if someone could help me complete this class so i can test it in my friends campaign next month if possible.
Thank you in advance :) ;) :D
ShadeOfDeciet

12-10-07, 12:41 PM
A friend of mine, heavily interested in the characters and their abilities, asked me to make a class/race for them. Instead of requiring them to specialize in *just* Offensive or *just* Defensive, they gained 'styles' as they leveled, and could mix-and-match as desired (stronger styles required certain pre-requisites, as usual). Anyway, here's the class, if anyone is interested:

Claymore

Claymore's are beings fused with demonic energy, and weilder's of extreme power - at a price. Activating most of their abilities threatens to unleash the demon inside of them, inflicting terrible damage on everything around them, enemy, ally, or innocent bystander.

Hit Dice: d10
Class Skills (4 + Int modifier skill points per level): Climb (STR), Concentration (CON), Craft (any) (INT), Heal (WIS), Intimidate (CHA), Jump (STR), Knowledge (dungeoneering, tactics) (INT), Listen (WIS), Search (INT), Sense Motive (WIS), Spot (WIS), Survival (WIS)

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 ?Sword?, Monkey Grip
2nd +2 +3 +3 +0 Release Yoki (+2)
3rd +3 +3 +3 +1 Self Heal 1
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Style
6th +6 +5 +5 +2 Release Yoki (+4)
7th +7 +5 +5 +2 Self Heal 2
8th +8 +6 +6 +2 Bonus feat
9th +9 +6 +6 +3 Style
10th +10 +7 +7 +3 Bonus feat
11th +11 +7 +7 +3 Self Heal 3
12th +12 +8 +8 +4 Bonus feat
13th +13 +8 +8 +4 Sytle
14th +14 +9 +9 +4 Release Yoki (+6)
15th +15 +9 +9 +5 Self Heal 4
16th +16 +10 +10 +5 Bonus feat
17th +17 +10 +10 +5 Style
18th +18 +11 +11 +6 Bonus feat
19th +19 +11 +11 +6 Self Heal 5
20th +20 +12 +12 +6 ?????

Chosen Blade (Ex): Each claymore has crafted for them an immensly heavy and powerful blade. At first levle, they are given a masterwork Greatsword sized for them. Their masterwork weapon has two instances applied to it, which can be applied in any way desired (+2 to hit, +1 to hit and +1 damage, +2 to damage).
For a weapon to be used with the Claymore's class abilities that specifiy her Chosen Blade, it has to be either the one she gained from this ability, or one she personally crafted with her own hands.
When gaining their weapon, the claymore may also choose a single material type to have their sword fashioned out of (i.e. Adamantine, Cold Iron, Silver, etc.)
At DM's discretion, Greatsword can be switched out for a similarly powerful weapon (i.e. Greataxe, Lance, Warhammer, Scythe, etc).

Monkey Grip: At 1st level, the Claymore gains the benefit of the Monkey Grip feat, but only when wielding their own personally Chosen Blade, either the one obtained with their first level in this class, or one they have personally crafted.

Release Yoki (Su): At second level, the Claymore learns how to tap into the powerful demonic essence inside of her. Doing so puts her into a rage of sorts, granting her a +2 bonus to Strength and Constitution. She can remain in this state for as long as she wishes, though there are drawbacks. When this ability is activated, she must make a Will save (DC 13), or become berserk. While berserked, her form mutates horribly, granting her the appearance and visage of a monster, and she will attack the closest creature to her. If more than one creature the same distance away, or if a single creature is more powerful than another (has at least 4 more hit dice than another), she will attack whatever is strongest first. Each round she is berserk, the Claymore can make a Will save (berserk DC +2). Failing to do so reduces her Wisdom score by 1 point, and she remains berserked. After succeeding three saves (which do not have to be consecutive), she reverts to her human form, and is exhausted for the remainder of the combat.
Provided she resists going berserk, at the end of every round during which the claymore used release yoki, she must make the same save she did when activating the ability, or suffer the same consequences.
At 6th level, the bonuses to Strength and Constitution increase to +4, but the DC to resist going berserk increases by +2 (DC 15).
At 14th level, the bonuses increase again, to +6 each to Strength and Constitution, and the DC increases again by +2 (DC 17).

Heal Self (Su): The yoki within the Claymore's body heals it at an extraordinary rate, allowing her to survive a series of otherwise fatal strikes. As a full-round action, she can make a DC 10 Concentration check to heal 1 point of damage. For every 5 points she beats the DC by, she heals an additional point of damage. If she is using Release Yoki when she uses this ability, she gains a circumstance bonus on this check equal to half the amount her Constitution modifier is increased by (effectively doubling her Constitution bonus for the sole purpose of this check), but the Will save DC for her Release Yoki ability this round increases by +1, and an additional +1 for every 2 points of damage healed by the check past the first (DC +1 if healing was 1 or 2 points, DC +2 if healing was 3 or 4 points, etc).
At 7th level, and every four levels thereafter, the base amount of healing increases by 1 point (2 points at 7th level, 3 points at 11th level, 4 points at 15th level, 5 points at 19th level).

Bonus feat: At 4th level, and again at levels 8, 10, 12, 16, and 18, the claymore gains a bonus feat. This can be any feat that a fighter can gain with its bonus feat ability, or any [Claymore] feat.

Style: At fifth level, and every four levels thereafter (5th, 9th, 13th, and 17th levels), the Claymore adapts her fighting style to gain greater benefit from her over-large weapon. At each of the indicated levels, she chooses one of the following benefits, provided she meets the prerequisites. The benefits of her chosen Style apply only when wielding her personal class weapon (a Greatsword by default).

Brawn: The Claymore does +2 points of damage with her Chosen Blade.
This style can be taken multiple times; its effects stack. Each time this style is taken beyond the first, the bonus to damage increases by +1 point (so damage +3 if taken twice, damage +4 if taken three times, etc.)
Type: Offensive Style
Prerequisites: Strength 15

Sure-Strike: The Claymore gets a +1 bonus on all attack rolls with her chosen weapon.
This style can be taken multiple times; its effects stack. Every two times this style is taken, the bonus increases by +1 (so +1 if taken once, +2 if taken two or three times, and +3 if taken four times).
Type: Offensive Style
Prerquisites: Strength 13, Dexterity 13

Tornado Strike: An improved version of Whirling Strike, the Claymore now gains the ability to move about when using her Whirling Strike ability. After executing a Whirling Strike, the Claymore may move up to 5' per foe dropped in this way, and then make another Whirling Strike, and may continue to do so until she fails to fell an opponent with it. Each subsequent Whirling Strike suffers a -5 penalty on the attack roll, and deals -2 points of damage; these penalties stacks, so a third Whirling Strike would be at -10 to-hit and deal -4 points of damage.
Type: Offensive Style
Prerequisite: Strength 15, Dexterity 15, Whirling Strike Style, any other two Styles, at least one of which much be Offensive

Whirling Strike: Using her own strength, and the weight of her Chosen Blade, the Claymore spins around at high speed, striking all those nearby. She essentially gains the Whirlwind attack feat, but only when using her Chosen Blade.
Type: Offensive Style
Prerequisite: Strength 15, Dexterity 13, any two other Styles, at least one of which must be Offensive

Blocking Blade: The Claymore has learned how to interpose her blade between herself and opponent's. While weilding her Chosen Blade, the Claymore gains a +2 shield bonus to AC. However, if the attack would have hit the Claymore if she didn't have the shield bonus, the attack is instead an automatic Sunder attempt against the weapon, which hits automatically and doesn't provoke an attack of opportunity from the Claymore.
This style can be taken multiple times; its effects stack. Every two times this style is taken past the first, the bonus increases by +1 (so +2 if taken once or twice, +3 if taken three or four times).
Type: Defensive Style
Prerequisite: Strength 13, Dexterity 13

Deft of Blade: The Claymore learns how to use the immense weight of her blade to her advantage, gaining a +1 dodge bonus to Armor Class. This bonus applies even when not wielding her Chosen Blade, however the bonus is halved in such cases, rounded up.
This style can be taken multiple times; its effects stack. Every two times this style is taken, the bonus increases by +1 (so +1 if taken once, +2 if taken two or three times, +3 if taken four times).
Type: Defensive Style
Prerequisite: Dexterity 15

Recursive Blade: Using her Dexterity to her advantage, the Claymore has learned how to direct her Chosen Blade into a foe when they miss her. While wielding her Chosen Blade, the Claymore gains the ability to use an Attack of Opportunity against a foe who fails to hit her in combat. This ability does not grant her more AoOs than normal, it simply gives her another use for them. If the Claymore has the Blocking Blade Style, she can only hit a foe if the miss her AC without the Shield bonus from that Style.
Type: Defensive-Offensive Mix
Prerequisite: Strength 13, Dexterity 15, Deft of Blade Style

Solid Blade: Even when her Chosen Blade is struck, the Claymore stands her ground firmly, letting the blade itself strike back against whatever struck it. While wielding her Chosen Blade, if an opponent makes a successful Sunder attack against it (including the one from Blocking Blade), the attacker is subject to a similar attack. If a manufactured weapon was used for the attack, then the Claymore's Chosen Blade makes an automatic Sunder attack against that weapon, which doesn't provoke an attack of opportunity. If a natural weapon was used for the attack, then the Claymore's Chosen Blade instead deals its base weapon damage to the attacker. Regardless of what strikes the Chosen Blade, it doesn't gain any bonus damage from a high Strength score, from feats, or from class features (such as Brawn, above).
Type: Defensive
Prerequisite: Strength 15, Dexterity 13, Deft of Blade Style

????? (??): 20th level capstone ability....
PinkLover1991

12-11-07, 08:55 PM
ok i am so sorry for the confusion and this problem but i just found out that it wouldn't be a class >_> i need help making a race instead i had extra time in school and this is what i came up with:

Claymore/Senshi (Warrior)

- Str. +6
- Int. +4
- Dex. +6
- Monkey grip (feat)
- +20 to base speed
- Need 1/7 the amount of food per week than a human
does can also go without food for a week or more if they have to.
- Silver eyes
- Blond hair


Armory:
Sabatons - Shin-high slightly high heeled metal boots
Vambraces - Large wrist gaurds
Spaulders - Large shoulder pieces
Flaud - Partial skirt
Claymore - Weapon with certification symbol on blade


Style:

Defensive - Allows for full (perfect) regeneration of limbs
(regenerates limbs with demonic/Yoki in them

Offensive - Allows for stronger attacks (+2 additional strength)
can only regenerat normal human limbs (without Yoki) but can
reatatch another claymores limb that has been recently severed.

so that is what i have come up with so far im planing on making
a point system for their abilities (the Yoki abilities) were the race
starts off with a set amount of points and you choose were they go.
Another thing im planning on doing is making a class that you have to
take first (as though it was a training/test for becoming a claymore).
and once you complete the class (only like 10 levels i think) you can
become a full fledged Claymore.

Please give me some feed back on my ideas and help me refine them
some more so i can play this character (i love Claymore...espesialy
since it creeped out somebody i know xD)
The_Shaman

12-12-07, 08:15 PM
I've tried to approximate claymore skills with psionics, and I think it came about quite well. I chose elan (http://www.d20srd.org/srd/psionic/psionicRaces.htm#elans) as a race - you could add in a few half-giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) abilities if you are okay with making it a LA+1 race - and psychic warrior (http://www.d20srd.org/srd/psionic/classes/psychicWarrior.htm) as a basic class. Ranking claymores would probably have levels in the Slayer (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm) PrC does a pretty good job of focusing your skills against a single enemy type, and can fit the claymore anti-youma abilities with only a minimal change. It also gives an idea of what mechanic to use for detecting youma or other claymores. Defensive claymores might have a few levels in the Sangehirn (http://www.wizards.com/default.asp?x=dnd/psm/20040625c), as well - allowing them regeneration instead of the ability to use their powers on other people. Particular warriors might have other abilities as well - i.e. Miria having elocator levels or Flora/Clare maybe dipping a bit in the OA Iaijutsu Master. I tried statting out Miria here, at the lower middle of the page: http://forums.gleemax.com/showthread.php?t=424838&page=29. I can't say it's zomg incredible, but might give you some ideas.

I think you should try it out. Psychic Warriors can be incredibly versatile and fairly fun, and their powers can replicate practically any claymore ability I've seen.

Anyway, for your class I'd prefer if you used a combination of racial abilities and class levels. Still, let's see.

Class basics: HD is okay, SPs are decent but I'd also add in the disguise skill. Remember that part where Clare told Raki they also get infiltration/acting training? Consider whether you need survival or heal: "claymores" tend to tough injuries or adverse conditions out rather than know or care how to avoid them. OTOH, balance and autohypnosis sound like they can be useful: balance is for maneuvering and fighting across uneven surfaces (remember Clare's escapades on the Rabona rooftops? That kind of stuff doesn't happen just with climb ranks), while autohypnosis can substitute concentration for most warrior abilities.

- Chosen blade: while technically a claymore should be a greatsword, in their hands it's a bastard sword. Wielding a two-handed weapon in one hand is nearly impossible pre-epic, and the difference between the two weapons is an average of 1 point of damage. Just give them EWP bastard sword and you're set. Also, allow them to treat class levels as fighter levels to determine what feats they qualify with - as long as they take them only for the bastard sword (where applicable)

- Release youki/heal self: I'd go with autohypnosis checks rather than concentration. It should be nearly the same though, but I like autohypnosis more ;) Consider making the mechanics a bit simpler, particularly how the two abilities interact.

- Claymore styles: deft of blade appears, how should I say it, a little weird - dodge bonuses only when fighting with a heavy weapon doesn't quite cut it imo. You can instead just give them a dodge bonus when in light or medium armor, period. Also, consider getting rid of the recursive blade - blocking blade negative synergy (RB gets worse if you have BB, thanks but no thanks)

- overall: get a mechanic for detecting youma or claymores, reconsider making some of the class abilities into racial one.
ShadeOfDeciet

12-13-07, 10:10 AM
Actually, I also have them written up racially, with a bunch of feats to customize/strengthen their Release Yoki racial ability. Anyways, onto the points made...

Firstly, skills: I kinda made those on the fly, before working out the rest of the class, and running on dry knowledge (i.e. I was using Wikipedia to make sure I had information correct...) However, the changes do make sense, and yeah, the reasoning for scrapping survival/heal make sense, especially since they get self-healing anyways >.>;;

Chosen Blade: It allows for greatswords because, yeah, that's the closest approximation to a claymore we've got. They also get Monkey Grip at that level so that they can wield a regularly-sized one one-handed, or get a bigger one (if they just want to smash ****...) and wield it two-handed. The -2 penalty is a pain at 1st level, but easily compensated for after that, so..

Release Yoki/Self Heal: Yeah, Autohypnosis makes more sense flavor-wise (and its anime, so flavor has to be kept up if we're making them actually playable...) Consider it changed, at least once I get around to finding the file I had it in..

Claymore Styles: Deft of Blade was, well.. weird, yeah. I was putting more to the point of them learning how to properly maneuver depsite the immense weight of a giant sword, but.. yeah, still weird, I'll admit. As for Recursive/Blocking.. well, they weren't meant to be used together. Where as Deft and Recursive are about dodging opposing strikes and slamming them back for it, Blocking is your standard tank strategy - sit there, real imposing like, and don't get hit, blocking and deflecting attacks away from you with that shield-sized sword of yours.

I think that's it... and yeah, a race/class mix would be best, I'll see if I can find my file for the racial version of the Claymore..
PinkLover1991

12-13-07, 10:46 AM
omg that would so rocksorz my socksorz ^.- i:D f you do post it could i have the permition to modify it to match the campegn?:confused:
PinkLover1991

12-13-07, 10:47 AM
omg that would so rocksorz my socksorz ^.- i:D f you do post it could i have the permition to modify it to match the campegn?:confused:
:D if**
The_Shaman

12-13-07, 08:11 PM
Chosen Blade: It allows for greatswords because, yeah, that's the closest approximation to a claymore we've got. They also get Monkey Grip at that level so that they can wield a regularly-sized one one-handed, or get a bigger one (if they just want to smash ****...) and wield it two-handed. The -2 penalty is a pain at 1st level, but easily compensated for after that, so..


I don't think monkey grip works that way, man - at least not in 3.5, where weapons simply have sizes they are made for rather than universal size like in 3.0. All it says is that you can use melee weapons 1 category larger as the same kind of weapons they were - meaning that you can take MG to wield a large bastard sword in one or both hands, but you can't wield a regular (medium) greatsword in one hand.

Of course, a large bastard sword does nearly the same damage as a regular greatsword, but the DM might not be willing to equate the two. Thus, if you want to use a standard greatsword one-handed, monkey grip doesn't help the way I'm reading it. Besides, with power attack that -2 to attack means -4 to damage, and unless you start enlarging yourself a lot that's not always a great idea.
marcoasalazarm

01-01-08, 05:16 PM
I was thinking it would be better to create Claymores as a Template (at least at their very basic thing that they all share, like regeneration, ability to sense Yoki and the like), and then use the PrC to 'tune them out', giving someone a Defensive/Offensive selection and respective trees.

Then again, that's my thoughts.
PinkLover1991

01-12-08, 11:43 PM
I have some new input on this "Class" first off the final way im going with this project is a fighter type class (finished see below) and after 15 lvls in the class you are deemed fit to be fused with a yoma's flesh and blood and for the next 20 lvls you get stronger in the race (a racial lvl base idea that all racial lvls have to be finished before anything else can be done:eek: ) once in this "class" you can not put any lvls in anything else or risk being killed by the "Organization" (the "Claymore" 's). once the racial lvl's are finished you can try to escape the "Organization" but you will be forever hunted as a traitor and a threat to the "Organization"


Level Base Attack Bonus Fort. Ref. Will Special
1 1 0 2 0
2 2 0 3 0
3 3 1 3 1
4 4 1 4 1 Special Ability
5 5 1 4 1
6 6, 1 2 5 2
7 7, 2 2 5 2
8 8, 3 2 6 2 Special Ability
9 9, 4 3 6 3
10 10, 5 3 7 3
11 11, 6, 1 3 7 3
12 12, 7, 2 4 8 4 Special Ability
13 13, 8, 3 4 8 4
14 14, 9, 4 4 9 4
15 15, 10, 5 5 9 5 Yoma Fusion


Special Ability: Starting at level 4 and every 4 levels there after (4, 8, 12 ect.) you may choose one of the following.

Improved warrior: Grants a bonus +1 to hit with all weapons you are Proficient with (you can take this ability multiple times as the afects stack)

Improved will: Grants a bonus +1 to will (you can take this feat multiple times as its ability stacks)

Bonus Feat: you may choose a feat that you have meat the Prerequisites for)

Yoma Fusion: you are now seen fit to wear the name Claymore and are infused with Yoma flesh and blood as proof you loose your next 20 levels do to racial levels as a Claymore.


Well thats what i got done on the class if some people could give me some help that would be greatly aprisiated thanks again :P o and please dont flame me or anything that could cause me to give up on this project. :D Bye bye for now
TurdShadow

02-08-08, 05:26 PM
I'd like to see more on this, including characters statted out from the show.
That would show how the system works and matches the show/manga.

2 points:
They gain the template when they are children.
They are not called claymores by the organization.

half-yoma template:

???

str +4
dex +4
con +6
fast healing: roll 1d3; take 4 if defensive type
partial regen (attach limbs), or full regen if defensive type
monkey grip (allow greatsword)
speed: use monk's increased speed
attacks per rd with sword: use monk's extra attack progression
detect yoki: 10 ft / lev; distinguishes if yoma or claymore or awakened
new skill: hide yoki
some other new skills
use modern classes with talents and feats.
new feats:
--track by yoki
--hide yoki, adept: +4 to the skill result
Special: ??? lev 6: signature attack (+levx3 to damage) or ability, ~work it with dm

etc.

I don't consider myself good at making rules on this stuff, but I would want it to match the show pretty well.

"Claymore" class training:

Clare also had two weapon fighting and defense.
They all have some kind of track ability.
Yoma as a chosen enemy.
So, take a little from the ranger.
Exotic weapon prof: claymore, one-handed.
etc.

I'd likely come up with a lot more if looking episode by episode.

But definitely an acquired template which then has training, a class, that maximizes that template, gives some special abilities.

These women, even their lowest ranking, are definitely beyond trained humans, and that should show as much as in the series.
TurdShadow

02-08-08, 08:37 PM
I would use fighter's BaB but have them get an extra attack every 3 instead of every 5, as follows:

lev: BaB:+
4 4/1
7 7/4/1
10 10/7/4/1
13 13/10/7/4/1
16 16/13/10/7/4/1
19 19/16/13/10/7/4/1
22 22/19/16/13/10/7/4/1
etc.

And they can use flurry of blows with the sword to add an extra attack at a -2 penalty each.

This would account for the many attacks that higher level claymores get.
Consider it an inherent ability granted by the template, which they then train.

Perhaps give this to offensive types only?
I forget if def types evidenced such powers.
PinkLover1991

02-09-08, 12:11 PM
2 points:
They gain the template when they are children.
They are not called claymores by the organization.



1 point: what the hell am i suposed to call them crazy fighting yoma chicks? its just easyer to understand what im talking about when i write Claymore's since it gets what im talking about across to you ppl.:D

now that thats done i have a list of pros, cons, and abilities i have acumulated on the class... somewere in this house of mine >_>.

Yoki Abilities
Offencive: Increased Strength - Uses Yoki to increase strength and throwing range.
Defencive: Fast Healing - Uses Yoki to to heal wounds faster than on offencive type.
Both: Detect Yoma - Uses Yoki to detect Yoma, Additional speed increase - allots another 20 feet/round

Cons
-Can't kill humanoid creatures: only able to kill a non-humanoid creature (look at creature type in the monster manuals)
-can't disobay a higher ups direct order no mader the request
-alwas start out bitter and secluded
-No emotion(unless remembering back to when they were human and the pain they went through
-Awakening: a very painfull process that the outcome is becoming the very thing you hunted (will save=40)
-a claymore who resives a black card must kill the designated claymore before thinking about anything else

Pros
-never needs money organization will deliver within 2-3 days
-organization supplies armor and clothes when needed
-can hide yoki using special pills (given by an organization informant)

well thats it on abilities, pros, and cons my next post will contain Techniques, looks, armor, and other abilites(not exactly done thoughs yet im still tweaking the armour and trying to find out if i missed anything in the other information).:P
TurdShadow

02-10-08, 01:19 PM
How about a yoki pt system to use for those abilities?
Ability to burn stamina for more power like Clair did vs lion king?

It is not that they shouldn't be called claymores, but you said they wait till level 15 for that! That is quite high, especially considering they get a "half-yoma" racial template before puberty even. From the looks of some of the beginning fighters, level 15 seems much too high to me. Level 4 or 6 maybe, plus a half-yoma template, and most Claymores are ready for work against regular, low-level yoma.

I'd give them weapon focus and specialty (claymore) for free as a class bonus at level 4. Once they get that, they are ready. The org is ok with them dying.

Quick Sword idea: double your normal amount of attacks? costs yoki to use.
TurdShadow

02-10-08, 06:49 PM
Reading this should give some ideas:

http://en.wikipedia.org/wiki/Claymore_(manga)

Good reference for required reading.

Giving them evasion and ref+4 would be fitting, too.
PinkLover1991

02-11-08, 05:42 PM
Actualy this is funny because i already printed all that information of of wikipedia xD i actualy have it right infront of me at this moment haha but ya about that point system thats what i was thinking were each lvl they get a certain amount of points to put into the skills they can and up there "training" in them. geting "Yoma Fushion" at lvl 4 or 6 seems too early considering the emense stat bonus they get (just by fusing some1 with yoma flesh and blood they become stronger faster smarter and more resilient to phisical pain and suffering. which is were i got the idea of the bonus +6 str, +4 Int, and +6 Dex) with your fast healing idea of 1d3 offencive, 1d4 deffencive i would have to say that that is a little slow, if you noticed in the anime when clair fights her first awakened being that one claymore regenerates her arm in a matter of minuts considering that, i would have to say that deffencive claymores have alot higher of a regenerative property and that theres is perfect regen. and that offencive is half that imperfect regen.
TurdShadow

02-13-08, 03:38 PM
But the healing actually isn't like fast healing in that at one point one of them, maybe Deneve, had used up her yoki regenerating her arm quickly and after that it was like 50/50 if she would be able to survive, if I recall.
So, even basing healing off yoki spell pts might be more like it, with only a basic fast healing underneath that. It was not a constant healing effect. It required spending yoki to do it. It is just that a defensive type is capable of using their yoki to regenerate and heal better than an offensive type is.

Well, with the levels, just remember that before they even have one level thay have the template, actually, because of getting it as little kids and then being sent to the training program. But that doesn't mean they get all the benefits right away, not having much yoki to spend. But it is pretty clear that they are not human fighters who then get a template. They start out with it but must train to make it better.

edit:
How about racial level adjustment like a bloodline ability, a little to begin with and then more later on after they awaken more power?

At what level would they be released from training and assigned missions could be level 4 + 1d4, but before that they were kids and then were kept in training, and all that time were half-yoma, racially.
PinkLover1991

02-13-08, 07:32 PM
1st. I know it isnt constant and i didn't say it was constant regeneration just that it should be a little higher to alot for the emince amount of flesh it can to regenerate in that short of a time.

2nd. Oh ya i forgot that part of the anime xD oops.

3rd. seeing as how they start out with the race of Half-yoma i would say make the class have a lvl adjustment ...of about 5-6 giving it a decent amount of give concidering the abilities and ability mod's it gets.
Side Note: they dont get an HD so they need to be lvl 6-7 to take the class
Side Note 2: i would say to make it far if the DM wants they can make it were it was the begining of "Claymore's" excistance so people can play Male characters (Will save to stop yourselfe from awakening is x1.5-x2 the regular amount).

4th. Im going to post the information i have up to date right after this post
PinkLover1991

02-13-08, 07:34 PM
Racial Abilities:

Yoki Abilities
- Increased strength – Uses Yoki to increase strength and throwing range
- Detect Yoma – Uses Yoki to detect Yoma
- Fast healing (Yoki) – use Yoki to heal wounds
- Additional speed increase – allots another 30 feet/round

Techniques/Style of fighting
- Yoki control – can control another creatures Yoki flow to change the course of an attack (uses Yoki; DC= 10+Int mod (Will Save))
- Cyclone sword – twists arm around (up to a max of 21 times) and unleashes an attack that acts as a drill
- Flash sword - a technique that when mastered allows the user to attack/block rapidly without being seen moving the weapon (Claymore)

Other Abilities
- Close combat – able to use their Claymore in a grapple (gains a –4 to hit)
- Yoma Sense – can smell Yoma, even on someone who has been in contact with a Yoma
- +20 to speed – grants a racial +20 to speed
- Improved Critical – Racial Feat
- Hit on the run – Racial Feat
- Heightened Hearing – can hear a whisper easily (+10 listen)
- Forced miss – can gain a +5 to intimidate if swinging sword at some1 but stopping just before hitting them (does not work if person/enemy is immune to fear)
- Little food – only needs a few bites to eat every 1-2 days and can go a weak without food and still be fine
- Clean blade – sweeps blade clean of blood and flesh (if creature is not immune to intimidate/fear affects “Claymore” can make an intimidate at a +2)
- Withstand elements
- +10 to climb
- +10 to deskeise if desceising as opposite sex (can change vocal cords length to change depth of voice)

Looks & attitude:
- Silver eyes (turn gold and slighted when using 10% Yoki)
- Blond Hair
- Female
- Most are secluded and self-absorbed but can be brought out of it if the person is persistent enough and if the “Claymore” wishes to have/feel emotion’s.
- No emotion (unless remembering human years or has been brought out of her shell)
- Claymore burial – if another claymore is killed in battle by any means the claymore witnessing it will always burry the body with the shoulder plates resting on the ground and the sword in the center of the shoulder plates.

Armour:
- Sabatons - Metal Boots (knee high with slight high-heel)
- Vambraces - Metal Bracers
- Spaulders - Metal shoulder pads
- Fauld - Metal skirt like piece
- Cape – Includes “Claymore’s” ranking on front neck piece

- AC bonus: +4
- Max Dexterity: -No Max
- Armor Check Penalty: -4
- Weight: 15 lb.
- Speed: Normal

Other information:
- Gets money sent to them when they need it (takes a day or two)
- Never needs to buy clothes or Armor (the organization supplies it)
- An organization helper will inspect any wounds one the Claymore (no matter were and the claymore can never disagree)
- If a Claymore gets a Black card they must go and kill that specified claymore as their next mission.
- A claymore will remember a lot about when she was a human and first became a Claymore and how painful it was (physical and emotional)
- Can be given special pills to conceal her Yoma half but this disables her Yoki abilities. When taken it also reverts her eyes to normal. only used on covert missions.
- At 10% - 29% Yoki release their eyes turn a yellowish gold colour, at 30% their face will contort and become monstrous. If they release 50%, their body will deform. Tapping too great an amount (over 80% of the body's total Yoki), however, causes Claymores to become Awakened.
- There are 2 ways to awaken the first and most common is exceeding the limit of 80% Yoki use. The second is an Extremely emotional thing happening to you that you wish you hadn’t seen both can be stopped by a high will save (DC=50)