Claymore (3.5e Class)

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Yoma-Infused

From Report on The Organization, composed by the sage, Areva, page 10: The best known aspect of the Organization, of course, is its warriors. Labeled 'Claymores' by common folk, though they themselves have no name for what they are, nor does the organization, these young women (see note, pp 112-113) have had Yoma flesh and blood implanted into them, and there allowed to grow. This renders them into partially-human beings, more powerful than their original selves, and even more powerful than typical Yoma. The process, which has not been revealed to anyone outside of the Organization, enhances physical strength and speed to incredible degrees. Additionally, Claymores are known to heal at visible rates, have demonstrated the ability to alter their own bodies to varying degrees, and sense Yoma through some unknown means. It is uncertain which and to what degree these abilities precipitate from their original change, or if any of them are purely trained.

Though they regularly save humans from the monsters that are Yoma, Claymores are generally seen in a poor light by most humans, who find their abilities, appearance, and occasionally presence daunting at the least. This is exacerbated by the fact that most Claymores look down upon humans, seeing average people as unimportant. Such differences have originated the other common name for Claymores- "Silver-Eyed Witch".

It is uncertain where Claymores come from, other than that they were, in fact, once human.

Yoma-Infused are humans (or humanoids) that have undergone a special process. As a part of this process, they have had the flesh and blood of a Yoma or comparable being implanted in them, where it has bonded with and altered the workings of their very body. The ability to create Yoma-Infused is a rare and jealously guarded secret, such that any instances of it not attached to the originating Organization have never come to light.

Yoma-Infused are fairly easy to spot- the process of infusion causes the subject's hair to fade, usually attaining an off-white tone, though in the case of less powerful Yoma-Infused, the hair may retain a bit more coloration. Additionally, the eyes of a Yoma-Infused are always silver in the iris (or equivalent). Between these two attributes, they are easy to spot.

As the vast majority of Yoma-Infused have suffered a great deal of trauma, not least of which is the infusion itself, they are characteristically either cold of demeanor or highly belligerent. Exceptions have been noted, but Yoma-Infused are almost always distant, whatever their demeanor. The process of infusion grants them a certain amount of Yoma instinct, which they must keep a tight hold on.

As all Yoma-Infused are created by The Organization, they invariably undergo Claymore training at the Organization's expense- and are veritably owned by the Organization, functioning as a sort of wandering anti-Yoma militia.

There is, of course, more to the Yoma-Infused than that. Thanks to the Yoma flesh within them, they are always at risk of Awakening, their power increasing to the point where the Yoma element becomes predominant, enhanced by their human nature. Such Yoma-Infused never return to normal, becoming the Voracious Eaters and Deep Ones that are usually thought to be simply older or more powerful Yoma. This is a well-kept secret, though, and many Yoma-Infused do not know this at all.

Creating a Yoma-Infused Yoma-Infused is a template that can be added to any non-outsider humanoid creature. A Yoma-Infused uses the base creature's statistics and special abilities except as noted here.

Size and Type: Add 'Outsider' to type. (Yes, this allows one to be odd combinations, but that's intentional.) Special Qualities: Hidden Yoma Nature, Fast Healing 1, +2 racial bonus to Listen/Spot checks, Threat of Awakening, Language gained: Infernal, Ageless. Abilities: Strength +4, Charisma -2. While the infusion of Yoma flesh and blood greatly reinforces the physical power of a body, it gives the recipient a very unearthly nature. The need to resist violent, occasionally cannibalistic urges also leaves most Yoma-infused relatively antisocial and uncommunicative. Special: On recieving this template, the humanoid in question loses their racial modifiers to ability scores, as well as any racial bonuses to skill checks. They retain other qualities of their race.

Threat of Awakening: A Yoma-infused humanoid is susceptible to the urge to Awaken. Whenever a creature with the Yoma-infused template is in a stressful situation (virulent argument, combat, non-combat emergency, natural disaster, et cetera), they must make a Will save against a DC of 5 to resist the urge to Awaken. They must also make a Will save against a DC of 5 to resist the urge to Awaken once per minute so long as the situation continues. No matter the modifiers, the DC of this save cannot be reduced below 0, however a natural roll of 1 on a d20 is not an automatic failure for this specific Will save. A character who is under an Awakened state is always considered to be in a stressful situation. A character who Awakens in this manner does not need to spend an action in order to do so- it instead happens automatically. The character cannot intentionally botch, Take 1, Take 10, or Take 20 on this roll unless they possess an ability, feat, or item that specifically states it permits such an option on an Awakening roll.

To Awaken, a Yoma-infused humanoid spends a standard action heightening the outsider energies in their body (Yoma power), resulting in changes as indicated below in table 1-2: Awakening Effects. By doing so, a character who is Unawakened (default state) becomes Slightly Awakened, one who is Slightly Awakened becomes Partially Awakened, one who is Partially Awakened becomes Greatly Awakened, one who is Greatly Awakened becomes Dangerously Awakened, and one who is Dangerously Awakened becomes Fully Awakened and loses the Yoma-Infused template forever, instead gaining either the Human Awakened or Devouring Awakened template as appropriate.

A Yoma-Infused may spend a swift action to make a will save against Awakening to reduce their Awakened state by one or more stages, though the difficulty of this save is increased by +2 for each stage beyond the first that the Yoma-Infused wishes to un-Awaken.

The Will save to resist Awakening is modified by the situation the Yoma-infused person is in, usually varying based on level of stress. Modifiers can be applied by the DM for situations not covered on table 1-1: Awakening Save DC Modifiers, though the penalties should be determined by the DM. It ought to be kept in mind that some situations are naturally more stressful for people who are not accustomed to high-tension situations such as combat, and these people should recieve correspondingly higher modifiers.

Table 1-1: Awakening Save Modifiers

 Situation DC Modifier
 Character is at or below 3/4 HP +1
 Character is at or below ½ HP +2
 Character is at or below 1/4 HP (Does not +4
 Stack with ½ HP modifier)
 Family or loved one in obvious peril +2
 Immediate threat of severe harm or death to +4
 Yoma-infused character
 Severe challenge against character’s view of the world +2
 Character is Chaotic +2
 Character is Evil +2
 Character is dying +6
 Character is under Lesser Awakening +8
 Character is under Improved Awakening +16
 Character is under Greater Awakening +24
 Character is under Risky Awakening +32
 Character is male +6
 Character is Lawful -2
 Character is Good -2

Table 1-2: Awakening Effects

        Awakened     Str Dex Con Speed  Special
        Slightly     +1  +1  +1  +0'    
        Partially    +2  +2  +2 +5'    Fast Healing 1, DR 1/-
        Greatly      +3  +3  +3 +10'    Fast Healing 2, DR 2/-
        Dangerously  +4  +4  +4 +20'    Fast Healing 3, DR 2/-
  • note- The Fast Healing effect of Awakening replaces the innate Fast Healing 1

of a Yoma-infused and does not increase it.

Hidden Yoma Nature: On gaining this template, the Yoma-infused changes obviously. Her eyes become permanently silver, and her hair becomes permanently either silver or platinum blonde. A Yoma-infused is affected by all spells and effects as either an Outsider or a Humanoid of their original type, whichever is least advantageous. Additionally, a Yoma-Infused consumes only one day's worth of rations over the course of two weeks, under normal conditions.

Because a Yoma-infused has become partly Yoma (Or Outsider, as per appropriate setting) through artificial methods, she can become Awakened, increasing the hold of her Outsider parts and subsuming her original nature under that of the violent creature whose flesh and blood were used to alter her.

Awakening brings out the Yoma nature of a Yoma-infused- while Slightly awakened, a Yoma-infused has gold eyes instead of silver, which glow metallically and have vertically slit pupils. She will generally feel combative, and is unlikely to engage in any sort of discourse.

While Partially awakened, a Yoma-infused's veins bulge prominently, particularly wherever she is healing or exerting herself. Much like a Barbarian under a rage, a Partially awakened Yoma-infused cannot take 10 or 20, and cannot use long-term skills such as Craft, Diplomacy, or Use Rope.

While Greatly awakened, a Yoma-infused character's teeth become sharp and sharklike, and her jaw distends slightly, giving her a rather feral appearance, and making her inhumanity apparent at a glance. A Greatly awakened character suffers a -10 penalty to Disguise checks intended to make her appear to not be Yoma-infused, even if the checks in question were made previously. In addition to the restrictions of Partial awakening, her attitude is automatically Hostile in all ways to those she is not famliar with, and she must attack any foes she can percieve to the best of her ability. If there are no foes present, she must either act in the most direct way possible to alleviate any stressful situation she is in aside from being Awakened, attack the nearest creature that is not at least a friend, or spend her action attempting to fight her Awakening (doing nothing).

While Dangerously awakened, a Yoma-infused character's body warps, the limbs becoming drawn out and her skin shifting color or flaking off to reveal a 'second skin' of an alternate color- usually a sanguine red or a wet-looking muscle color. Her body shifts drastically, and fitted items such as armor may warp or pop off due to the changes. In addition to the restrictions of Great awakening, her attitude is automatically Hostile in all ways, even to those with whom she is familiar. If there are foes present, she must attempt to attack them in some way, even if it is likely to prove ineffectual. If there are no foes present, she must either attack the nearest creature, or spend her action attempting to fight her Awakening. If any creature provokes an attack of opportunity from her, she must take that attack of opportunity, even if the creature in question is a trusted friend or family member.

Ageless: Should a Yoma-infused manage not to die in a fight or Awaken completely, she may well live forever. The Yoma-infused template removes any age limit from a creature to which it is applied, and the creature furthermore suffers no ability penalties from aging. Of course, almost no Yoma-infused ever manage to actually take advantage of this trait, thanks to the dual risks of death and Awakening...

Environment: Any Organization: Solitary or Voracious Eater Hunting Party (4-6) Challenge Rating: Same as base creature +2 Treasure: As base creature. Alignment: As base creature. Advancement: None. Level Adjustment: +0 (Risk often outweighs benefit in the case of this template...)

Creating a Yoma-Infused The process of creating a Yoma-Infused is a secret held only by the Organization, and the Organization owns all those it implements such upon. The cost of doing so is left at the discretion of your GM, subject to the world and society it is intended to be performed in.

And now Element Two: The Claymore.

GAME RULE INFORMATION Claymores have the following game statistics. Abilities:Constitution is important to a Claymore, as they are constantly placed at risk of dying. Similarly, Wisdom is important if for no other reason than that a good Will save will prevent them from a full Awakening. Depending on whether a Claymore is a Defensive or Offensive type, Strength or Dexterity is vital to their ability to deal damage in combat, though both are very useful for any Claymore. Alignment:Any Hit Die: d8

The Claymore's class skills (and the relevant abilities) are Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level: (2 + Int modifier) x4 Skill Points at Each Additional Level: 2 + Int modifier


Table 2-1: The Claymore

Level     BAB         Fort   Ref    Will     Special
  1       +0           +2    +2     +0       Claymore Training, Restrained Yoma Power, The Organization, Least Awakening
  2       +1           +3    +3     +0       Type Specialization I
  3       +2           +3    +3     +1       Yoma Manipulation
  4       +3           +4    +4     +1       Yoma Specialization (Least)
  5       +3           +4    +4     +1       Lesser Awakening,Type Specialization II
  6       +4           +5    +5     +2       Yoma Manipulation
  7       +5           +5    +5     +2       Restrained Yoma Power
  8       +6/+1        +6    +6     +2       Yoma Specialization (Least/Lesser),Type Specialization III
  9       +6/+1        +6    +6     +3       Yoma Manipulation
  10      +7/+2        +7    +7     +3       Improved Awakening
  11      +8/+3        +7    +7     +3       Type Specialization IV
  12      +9/+4        +8    +8     +4       Yoma Specialization (Least/Lesser/Improved), Yoma Manipulation
  13      +9/+4        +8    +8     +4       Restrained Yoma Power
  14      +10/+5       +9    +9     +4       Type Specialization V
  15      +11/+6/+1    +9    +9     +5       Greater Awakening, Yoma Manipulation
  16      +12/+7/+2    +10   +10    +5       Yoma Specialization(Least/Lesser/Improved/Greater)
  17      +12/+7/+2    +10   +10    +5       Type Specialization VI
  18      +13/+8/+3    +11   +11    +6       Yoma Manipulation
  19      +14/+9/+4    +11   +11    +6       Restrained Yoma Power
  20      +15/+10/+5   +12   +12    +6       Complete Awakening (May be removed)

Class Features All of the following are class features of the Claymore.

Armor/Weapon Proficiency: Claymores are proficient with all simple and martial weapons and with light and medium armor, but not with heavy armor or any form of shield.

Claymore Training: A Claymore may wield weapons as though they were one size smaller than they actually are. (e.g., a greatsword one-handed, a pike +1 size (sized for Large creatures) two-handed) This does not remove any penalties for wielding a weapon designed for a creature of a different size than the Claymore herself.

Restrained Yoma: A Claymore gains a +2 bonus on Will saves to avoid Awakening. At seventh level, this bonus increases to +4, and at thirteenth level, this bonus increases to +6, but at level 19, it drops back to +4. The more practice a Claymore gets at restraining her inner Yoma, the better she gets at it, but the greater her Yoma power grows, the harder it is to fight this part of her nature. There is a point at which the urge to give in to the power grows faster than the focus to resist it.

The Organization: Claymore are subject to the rules and regulations of The Organization, and are heavily dependent on it for support in dealing with those who have not been Yoma-infused. (Organization to follow workout of class.)

Least Awakening: Starting at level 1, a Claymore with Least Awakening halves the DC increase to the Will save against Awakening (+8 instead of +16) while Slightly Awakened.

Type Specialization I: Claymores learn to specialize in one of two ways: defensively, or offensively. On reaching level 2, a Claymore selects either Defense Type or Offense Type. She cannot later change this selection. Selecting a Type Specialization alters the effects of a Claymore's Awakening, grants independent benefits, and allows a Claymore to learn to use her Yoma power in specialized and often individualized ways.

While Awakened, a Claymore with Type Specialization replaces the normal Awakening benefits with the following:

Awakening Benefits (Defense Type)
 Awakening    Str Con Move Other
 Slight       +2  +2  +5'   DR 1/-
 Partial      +4  +4  +10'  DR 2/-
 Great        +6  +6  +15'  DR 4/-, Dex +2
 Dangerous    +8  +8  +20'  DR 6/-, Dex +4


Awakening Benefits (Offense Type)
Awakening    Str Dex Move Other
Slight        +2 +2 +10' +1 Melee Damage
Partial       +4 +4 +20' +2 Melee Damage
Great         +6 +6 +30' +4 Melee Damage, Con +2
Dangerous     +8 +8 +40' +6 Melee Damage, Con +4
  • Note- all bonuses for Awakening are typeless, but do not stack with one another

A Defense Type Claymore gains a +1 bonus on Will saves when she selects her specialization. She also replaces her Fast Healing 1 with Regeneration 1. Because she has Regeneration, a Defense Type Claymore does not suffer lethal damage from any attack form. However, she can be dealt a coup de grace that will kill her, even if the damage type dealt by the coup de grace method would normally be converted to nonlethal damage, so long as the coup de grace either destroys her brain or removes her head. Additionally, when a Defense Type Claymore has nonlethal damage equal to or in excess of her hit points, she may make a Will save (DC 15) to remain conscious. She is still staggered even if she remains conscious. Regenerating a lost limb or other significant body mass requires a full minute spent concentrating on healing, during which the Claymore can only take move actions, and only one move action per round.

An Offense Type Claymore gains a +1 increase to her Base Attack Bonus when she selects her specialization. She also gains a +2 reaction bonus to all initiative checks- Offense Type Claymores are always ready for a fight, even if only to depart it. Because her attack bonus is an increase to Base Attack Bonus, it does affect when she gains her extra attacks, and how many she may gain.

Yoma Manipulation: At third level and every three levels after that (Levels six, nine, twelve, fifteen, and eighteen), a Claymore may take one Yoma Manipulation feat in addition to any other feats they may gain at that level. They must meet the prerequisites of this feat, and they cannot exceed the normal limitation of one Yoma Manipulation feat per two character levels. If taking this Yoma Manipulation feat would cause them to exceed that limitation, they instead gain no feat, and cannot gain this feat at a later date without losing levels and re-qualifying for the class feature that grants it.

Least Yoma Specialization: At level four, a Claymore may select one Yoma Specialization that is of her type (Defense or Offense). She gains the benefit of the Least version of that specialization.

Lesser Awakening: Starting at level 5, a Claymore may Awaken from her normal state to a Slightly Awakened state as a move-equivalent action that does not provoke attacks of opportunity. She also halves the penalty to Will saves against Awakening for being Partially Awakened.

Type Specialization II: At fifth level, a Claymore becomes stronger in her specialization. As her body attunes to the way she uses Yoma power, she instinctively handles it better.

A Defense Type with Type Specialization II increases her Regeneration to a value of 2, and gains a +2 reaction bonus to initiative. Her tendency to soak damage has spurred her body to recover more quickly, and the constant healing has more than repaired any tendon or nerve damage, allowing her to act more quickly.

An Offense Type with Type Specialization II improves her Fast Healing to Fast Healing 2, and her Base Attack Bonus increases by an additional +1 again. With greater experience comes greater skill, and Offense Types are all to ready to use it to destroy their foes.

Least/Lesser Yoma Specialization: On attaining eighth level, a Claymore improves her ability to use Yoma energy to generate strong effects. She may select a new Specialization, which may be of the other Type (An Offense Type Claymore, for instance, may select a Defense Specialization). She gains the benefit of the Least version of that specialization.

Additionally, she may then choose either of her specializations and gain the Lesser version of that specialization.

Type Specialization III: At eighth level, a Claymore's specialization begins to truly show through, heavily coloring her overall capabilities. The increased control and focus of her command over her Yoma power further enhances her body.

A Defense Type Claymore with Type Specialization III increases her Regeneration rating to 3, and increases her Will save bonus by +1 again. Thanks to near-constant flowing of a Defense Type's Yoma power, her body repairs itself with uncanny speed. Her frequent state of injury has also hardened her to both threat and lure alike, allowing her to resist both Awakening and mental effects more strongly. Even fear has less of a grip, for the Claymore knows she can survive more than nearly anyone in existence.

An Offense Type Claymore with Type Specialization III increases her reaction bonus to initiative checks to +4, and further increases her Base Attack Bonus by +1. By focusing on speed and power, Offense Types work to end fights before their relative lack of healing capability can bring them down. This is coupled with a much more proactive mindset than most Defense Types tend to have.

Improved Awakening: On reaching tenth level, a Claymore has learned to use even more of her Yoma power without succumbing to the urge to simply take it all. A Claymore with Improved Awakening halves the penalty to Will saves versus Awakening for being Partially Awakened, and may shift from Slightly Awakened to Partially Awakened as a move-equivalent action that does not provoke attacks of opportunity.

A Claymore with Improved Awakening may still take 10 or 20 on skill checks and use long-term skills while Partially Awakened.

Additionally, a Claymore with Improved Awakening may shift from her normal state to a Slightly Awakened state as part of any move action.

Type Specialization IV: At eleventh level, a Claymore becomes even more used to the passive effects of her Yoma power, and her body uses the power still more efficiently.

A Defense Type with Type Specialization IV increases her Regeneration rating to 4, and her Will save bonus to +3. The fortification of her body by its Yoma element is ever-progressing, and she has learned to keep a tight lid on the burgeoning power.

An Offense Type with Type Specialization IV increases her Fast Healing rating to 3, and gains a +2 bonus to Will saves against Fear effects and mind-altering effects. Even as her Yoma power grows, an Offense Type Claymore trains herself to fight heedless of danger or situation, keeping her thoughts until after the danger is passed. Even when out of danger, her thoughts are privy to herself.

Least/Lesser/Improved Yoma Specialization: At twelfth level, a Claymore becomes even more efficient at manipulating her Yoma energy and her two-natured body. She may improve one of her Yoma Specializations one step (Least to Lesser, Lesser to Improved).

She may then gain the Least version of a new specialization. If all her Yoma Specializations match her type (Offensive or Defensive), she may choose to take a Yoma Specialization that does not. Otherwise, she must take a Yoma Specialization that matches her Type Specialization.


Finally, she may again improve one of her Yoma Specializations one step, but not beyond Improved.

If, when a Claymore would increase a Yoma Specialization, she has two Yoma Specializations of the same rank (Two Least or two Lesser specializations), she must improve one of these.

Type Specialization V: At fourteenth level, there is no question as to the difference between an Offense Type and a Defense Type- the two kinds of Claymore function differently on an almost fundamental basis, working in thoroughly different ways. This further affects the mentality of the Claymores, coloring their ways of dealing with the world. While Defense Types tend to be cocky and self-assured (at least in public), Offense Types are usually more quiet and less belligerent- a Defense Type will pick a fight, but an Offense Type will seek to end it.

Defense Type Claymores with Type Specialization V improve their Regeneration rating to 6, and increase their Initiative bonus to +4. While Defense Types tend to be slower in individual actions than Offense Types, all Claymores have had to learn to both react and act with great speed, lest they be overtaken by the Yoma they fight.

Offense Type Claymores with Type Specialization V gain an additional +1 to their Base Attack Bonus, and their reaction bonus to Initiative is increased to +8. Capable of absolutely blistering speeds, an Offense Type Claymore always works to end conflicts as soon as they are started- better to focus on fighting Yoma or, if the conflict is a fight with a Yoma, better to kill it now rather than later, before it can do more damage.

Greater Awakening: Upon reaching fifteenth level, a Claymore is capable of amazing feats of self-control, giving their bodies over halfway to their yoma power while still remaining mostly in control of their actions. A Claymore with Greater Awakening suffers only half of the Will save vs. Awakening DC increase for being Greatly Awakened (+12 instead of +24). Furthermore, she replaces the usual restrictions for being Greatly Awakened with the sole restriction that she cannot take 20.

A Claymore with Greater Awakening may shift from her normal state to a Slightly Awakened state as an Immediate action, even when it is not her turn. She may also shift from Slightly Awakened to Partially Awakened as part of any move action.

Least/Lesser/Improved/Greater Yoma Specialization: When a Claymore reaches level 16, she attains mastery over one of her methods of manipulating Yoma power, and increases her skill in a number of other ways as well. On attaining level 16, a Claymore increases one of her Yoma Specializations one step (Least to Lesser, Lesser to Improved, or Improved to Greater).

She may then gain the Least version of a new specialization. If all her Yoma Specializations match her type (Offensive or Defensive), she may choose to take a Yoma Specialization that does not. Otherwise, she must take a Yoma Specialization that matches her Type Specialization.

She may then increase one of her Yoma Specializations one step. She may then increase one of her Yoma Specializations one step. (This is not a typo.)

Each time a Claymore may improve one of her Specializations, if she has two Specializations at the same rank (Two Least, two Lesser, or two Improved), she must select one of those two Specializations to increase.

Type Specialization VI: At level seventeen, a Claymore's type specialization reaches its pinnacle, showing the severe difference in results that can be made by the slightest change in early circumstance and choice.

A Defense Type Claymore with Type Specialization VI improves her Regeneration value to 8, and increases her bonus to Will saves to +4. Her physical and mental fortitude has reached a startling peak, and she is as capable of resisting emotional and mental assaults as she is of enduring physical ones.

An Offense Type Claymore with Type Specialization VI improves her Fast Healing value to 4, and increases her Base Attack Bonus by a further +1. While not as hardy as a Defense Type Claymore, an Offense Type must still be able to take a blow. Despite this, her focus remains on ending a fight as closely as possible to when it was started.

Complete Awakening: For all the work they do protecting everyday people from Yoma, a Claymore does not have much to look forwards to. On attaining 20th level, a Claymore gains the Voracious Eater template (to be presented later) and ceases to be a player character.

Yoma Specializations Yoma Specializations are particular uses that each Claymore puts their Yoma Power (or Youki) towards. By using this power to enhance or modify their own bodies in specific ways, a Claymore becomes able to do things that few, or no, other Claymores are capable of. These abilities are not described specifically, because each covers a small variety of different methods- all of which achieve the same effect. After all, a deathblow is a deathblow, be it a drilling thrust, a crushing overhand, or a precise shot to the heart.

Unless otherwise noted, Yoma Specialization abilities may only be used while you are Awakened to some degree.

Body Warper (Defensive) Thanks to your focus on improving your own body’s resilience and flexibility, you have learned to distort your bones and muscles. This allows you to strike from startling distances without ever losing your grip on your weapon. Least: Thanks to the unnatural flexibility of your entire body, you become more difficult to harm. You gain DR 1/Slashing or Piercing (both attack forms bypass your DR). Additionally, as a Swift action, you may increase your natural reach by 5' until your next action.

Lesser: Your DR increases to 2/Slashing or Piercing. As a Swift action, you may increase your natural reach by up to 10' until your next action. Improved: You may, during your action, increase or decrease your natural reach to any amount between your normal natural reach and your normal natural reach plus 15', even between individual attacks of a full attack action. Additionally, you may grapple an opponent at any distance that is at least 5' less than your current natural reach.

Greater: Your Improved Body Warper reach may extend your natural reach to as much as your normal natural reach plus 20'. Additionally, you may use this ability even when it is not your turn. Your DR from Least and Lesser Body Warper is replaced by DR 3/-. If you have DR/- from another source, this DR stacks with it- but only with DR/- from one other source.

Brute Strength (Defensive) By focusing large amounts of your Yoma Power into the muscles of your body, you reinforce not only your healing, but your raw strength as well. By striking with such incredible strength, you are able to penetrate even the toughest of defenses.

Least: When you wield a weapon one-handed, you may apply one and a half times your Strength bonus to damage, just as though you were wielding a two-handed weapon. Additionally, whenever you strike a creature or object, you may ignore your Strength bonus in Damage Resistance or Hardness, to a maximum of five points.

Lesser: As a Swift action on your turn, you may increase the DC of your next Awakening check by up to 5. If you do so, you apply a Youki bonus to your Strength equal to twice the added difficulty (so increasing the Awakening DC by 3 yields a +6 bonus to Strength, for example). This bonus lasts until your next action.

Improved: You gain the benefits of the Cleave feat, even if you do not qualify for that feat. If you have the Cleave feat, you gain the benefits of the Great Cleave feat, even if you do not qualify for that feat. Additionally, whenever you strike a creature or object, you may ignore up to ten points of Damage Resistance or Hardness.

Greater: Whenever you strike a creature or object, you may ignore up to twenty points of Damage Resistance or Hardness. Additionally, you may use your Lesser Brute Strength to increase the DC of your next Awakening check by up to 10.

Death Strike (Offensive) By focusing on the blows you strike and pouring all your focus and Yoma energy into a single swing, you are able to inflict massive damage in only a brief instant of offense.

Least: You may apply your Dexterity as well as your Strength to damage when you are making only a single attack during your action.

Lesser: When you use a Full Attack action, you may choose to make only a single attack. For each attack you have foregone in this manner, your attack deals +4 damage.

Improved: When you use a Full Attack action, for each round previous to that during which you took no Move or Standard actions, your first attack this round deals +10 damage (to a maximum of +20).

Greater: When using your Improved Death Strike ability, the maximum damage that you may add to your attack is increased to 10 x (your Constitution bonus). Additionally, you may apply this bonus to an attack you make as part of a charge as well as to an attack you make as part of a Full Attack action.

Extreme Dexterity (Offensive) By focusing your Yoma Power into your limbs, you are able to strike at speeds that are so extreme as to be invisible. This allows you to attack at an unbelievable rate. Least: You gain the Flurry of Blows ability with any weapon you wield. You may apply your Dexterity bonus instead of your Strength bonus to your melee attack rolls.

Lesser: You suffer no penalty to attack rolls for making a Flurry of Blows attack. You may also apply the Flurry of Blows effect to each weapon you wield, if you are wielding more than one weapon.

Improved: When determining the attack bonuses and number of attacks for your full attack, you may count your Dexterity bonus as Base Attack Bonus for the purposes of determining your number of attacks and their attack bonuses. This ability is not affected by the normal limit of four iterative attacks. (For instance, with a Base Attack Bonus of +15 and a Dexterity bonus of +6 -an effective total of +21- you may make five attacks, one each at +15, +10, +5, +0, and -5)

Greater: You gain a +2 Youki bonus to Dexterity while awakened. Additionally, when taking a full attack action, you may choose to take a -2 penalty to all your attack rolls in order to make an extra attack at your highest attack bonus (which is also affected by this penalty). You must declare this ability before rolling for your attacks, but you may use it any number of times each round, so long as the penalty does not exceed your highest Base Attack Bonus. You may use this ability with your Flurry of Blows ability.

Monstrous Agility (Offensive) By using your Yoma power to enhance your ability to move, you have become extremely agile, even when not focusing that power. You have learned to engage in bursts of speed that leave other Claymores gaping in wonder. Sometimes, you even leave yourself behind. Least: You gain the Dodge feat, even if you do not qualify for it. You also gain a +2 Dodge bonus to your Armor Class.

Lesser: You gain the benefits of the Spring Attack and Mobility feats, even if you do not qualify for them. You may use these feats while you are not Awakened. If you already have these feats, you gain a +10' proficiency bonus to your movement speed when you use Spring Attack, and the bonus to your AC against attacks of opportunity increases to +6. While you are Awakened, you gain a +10' Youki bonus to your movement speed when you use Spring Attack.

Improved: Your move speed increases by 10'. You may, as part of your action, spend a Move action to prepare Sudden Evasion. If you do, you may use an Immediate action in response to a melee attack (successful or otherwise) to move up to your movement speed. This movement provokes attacks of opportunity as though it were movement made on your turn. You may use the preceding abilities even when you are not Awakened. When you use a charge action, you may charge to a square on the opposite side of an opponent from yourself. If you do so, you may treat that opponent as flat-footed against your charge attack(s).

Greater: Your Dodge feat grants a +2 bonus instead of a +1 bonus to your Armor Class. Your movement speed increases by another 10'. You may, as part of your action, spend a move action to prepare a Phantom Evasion. Treat this ability as Sudden Evasion, except that you do not apply your Armor Class to the attack recieved. Instead, you make a Dexterity check that is affected by your Dodge bonuses, and gains an additional +1 for every 10' of your movement speed. If your check result is higher than the opponent’s attack, the attack misses.

Yoma Power Sense (Defensive) Thanks to extensive training in control and perception, you are able to sense Yoma power, and define it by strength and distance. This allows you to locate and react to those with Yoma power without normally percieving them. As you become better at this, you gain the ability to define these powers in more detail, allowing you to predict the movements of those with Youki.

Special: You may use Yoma Power Sense abilities while not awakened. Least: As a Swift action, you may locate twice your character level in hit dice of Outsiders within 30'. This ability starts with yourself, and reaches the nearest available targets. You have a perfect impression of their location relative to you. You also gain the benefits of the Uncanny Dodge ability against attacks by creatures you have sensed with this ability, and a +2 insight bonus to initiative rolls in any combat where any of your foes are Outsiders.

Lesser: As a Free action, you may suppress your own Yoma power, and do not count as an Outsider for purposes of spells and effects (including effects like Favored Enemy). You may only do this while you are not Awakened. You gain a +2 Insight bonus to Armor Class and attack rolls against creatures that you have identified or sensed with your Least Yoma Power Sense.

Improved: The maximum range of your Least Yoma Power Sense ability extends to Long (400' + 40' per Claymore level), and you may sense up to four times your character level in hit dice of Outsider. You also gain the benefits of Improved Uncanny Dodge and Evasion against creatures you have detected or identified with your Least Yoma Power Sense.

Greater: When you use your Least Yoma Power Sense to detect Outsiders, you detect creatures that have suppressed their Yoma Power (through Lesser Yoma Power Sense or other methods)as though they had one hit die. However, you do not know how many hit dice they have, although you do become aware that they are suppressing their Yoma power. You also increase the insight bonuses from Least and Lesser Yoma Power Sense from +2 to +4 (These bonuses are to Armor Class, Attack rolls, and Initiative.).

Yoma Manipulation Feats

Speed is Power (Yoma Manipulation) Thanks to your incredible Yoma-infused strength, you are able to turn your attention from raw power to accuracy with any weapon, wielding it with ease and grace- and blinding speed. Prerequisites: Weapon Finesse, Yoma Manipulation Benefit: You may use your Weapon Finesse feat with melee weapons one size category larger than you, and any weapon smaller than that, so long as the weapon is designed for a creature of your size. Normal: Weapon Finesse only applies to light weapons, rapiers, whips, and spiked chains.

Speed and Power (Yoma Manipulation) With much training, you are able to back your speed with raw power- or apply your strength to its utmost with no loss of accuracy. Prerequisites: Weapon Finesse, Yoma Manipulation, Speed is Power, Base Attack Bonus +9 Benefit: When you use your Weapon Finesse feat with a one-handed or two-handed melee weapon, you apply your Dexterity bonus in addition to your Strength bonus to your attack roll. Normal: When you use Weapon Finesse, you replace your Strength bonus with your Dexterity bonus for the purposes of attack rolls.

Vanishing Burst (Yoma Manipulation) Thanks to your focus on speed and your monstrous physical makeup, you are able to make long dashes at near-invisible speed. Prerequisites: Mobility, Yoma Manipulation, Dexterity 15 Benefit: When you use a double move action on your turn and move in a straight, unobstructed line, you provoke no attacks of opportunity for leaving threatened squares.

Vanishing Dash (Yoma Manipulation) With training, you have improved your ability to control your motion at the startling speeds you sometimes go, though you must still spend time stopping yourself. Prerequisites: Mobility, Yoma Manipulation, Vanishing Burst, Dexterity 15, Base Attack Bonus +6 Benefit: When you use a move action and move in a straight, unobstructed line, you provoke no attacks of opportunity for leaving threatened squares. This only applies to move actions that are not broken up into multiple pieces (such as for Spring Attack or Shot on the Run) or part of another action (charge, bull rush, et cetera). Note: Yes, a double move action is two move actions.

Vanishing Strike (Yoma Manipulation) Not only can you dart with blistering speed, you are able to make swift attacks while doing so, effectively nigh-invisible strikes. Prerequisites: Mobility, Yoma Manipulation, Vanishing Burst, Vanishing Dash, Spring Attack, Dexterity 17, Base Attack Bonus +9 Benefit: When you use a charge maneuver or your Spring Attack feat, you provoke no attacks of opportunity for leaving threatened squares.

Vanishing Swipe (Yoma Manipulation) You are so swift that all you truly need to do is move- just dragging your weapon through the air will suffice. Prerequisites: Mobility, Yoma Manipulation, Vanishing Burst, Vanishing Dash, Spring Attack, Dexterity 17, Base Attack Bonus +15 Benefit: When you use this feat, take a move action or a double move action in a straight line. Choose a side of that line (left or right). For every five feet you move, you may attack each foe on that side of the line that you could normally reach, so long as you have not attacked that foe during this movement. Use your highest base attack bonus for these attacks, but apply a -4 penalty to all your attack rolls this round. (If you use this feat more than once in a round, during and after the second use you suffer a -8 penalty, during and after the third use you suffer a -12 penalty, and so on.)

Aerobatic Attack (Yoma Manipulation) By careful application of your Yoma power and impressive aerobatics, you are able to hover very briefly at the peak of your jump, so as to strike at a foe. Prerequisites: Yoma Manipulation, Jump 8 ranks, Strength 14, Dexterity 14 Benefit: When using a Move action and a Standard Attack during your round, if you jump during your move, you may attack an opponent who is midair. Your jump check must be adequate as if you were jumping to land on a platform placed at the level they are flying or levitating at, and you must be able to jump in such a manner to such a location from which you could normally attack them. Special: You may use this feat with your Spring Attack feat, but not with the Yoma Manipulation feats Vanishing Strike or Vanishing Swipe.

Limb Restoration (Yoma Manipulation) By focusing your Yoma power on your natural healing ability, you are able to reattach your lost limbs and body parts with some effort. Prerequisites: Fast Healing 3 OR Regeneration 1, Yoma Manipulation Benefit: You may reattach limbs to your body when they have been severed. Doing so requires a DC 20 Concentration check, and takes two rounds, during which you cannot take a standard or full-round action, and still suffer the effects of missing a limb.

Tandem Yoma Suppression (Yoma Manipulation) You are able to attune your Yoma power to that of another, and use that to moderate the level of their Yoma power. Prerequisites: Lesser Yoma Power Sense, Concentration 12 ranks, Base Attack Bonus +9, Yoma Manipulation Benefit: You may spend a Standard Action to make an Awakening check for another Yoma-infused character, using your own Will save. You must be in physical contact with that character to do so.

Greater Tandem Yoma Suppression (Yoma Manipulation) With your experience with Yoma power, you are able to manipulate the Yoma power of others relatively easily. Prerequisites: Greater Yoma Power Sense, Concentration 18 ranks, Base Attack Bonus +15, Yoma Manipulation Benefit: You may use your Tandem Yoma Suppression feat on a character within 40' of you. Alternately, you may use your Tandem Yoma Suppression feat on any number of characters, so long as you are in physical contact with all of them at the time.

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