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View Full Version : D&D 3.x Class CLAYMORE (Inspired) Race, Template, and PrC WIP PEACH



DDeLander
2015-05-12, 10:01 AM
Hi everyone. This is my first time posting here, but I read these forums a lot to get a lot of neat trick, builds and ideas. So now its my turn to contribute. I normally tell my players not to build your character solely on a character they like and instead build the character they want to be. Well, today I will be a bit of a hypocrite and show you what I worked on based around my all time favorite manga, Claymore! Any and all help to get this thing to be presentable for the public is appreciated. Thank you all for taking the time to look at all this. If you don't know what it is, hear is where you can find some information about CLAYMORE (http://claymore.wikia.com/wiki/Claymore_Wiki)

!!!!WARNING!!!!
-These designs are built to be inspired by the series and are heavily influenced. But it fluff is taken from a world and group that I've been dming for a few years now. Sorry for any confusion
-There is a lot to read. Please take the time to read it carefully, as I want to ensure that the mechanics work. I appreciate your all your patience.

Here We Go!


Gehtzu
The Gehtzu, while not as much of a physical people as they used to be, are a collection of tribes and communities across the lands of Valor with various beliefs and systems of governance. The only philosophy they share collectively is the eradication of monsters. Unfortunately, compared to the indigenous creatures of Valor, the Gehtzu are easily outmatched. For centuries this continued until a legendary King amongst the Gehtzu commanded his alchemist to search for a method by which to create warriors of equal power to the beast of Valor. And in short time they managed to create several abominations that defied sense such as a furry beast with a wolfs head and a man’s body and a monster with an eruption of threshing tentacles from it’s mouth with powers over the mind. For decades these creatures were rejected, however on some rare occasions they managed to escape into the wilds of Valor. This experimentation continued until one day a man known only as “The Azure Goat” managed to successfully be transfused with the blood of a creature becoming the first successful Gehtzu Experiment and thus the first ever Monster Hunter at the same time. While the King’s name has been lost to the ages, his dream has come to fruition and all who walk with monstrous blood in their veins keep true to the King’s creedo:

“A fire to fight a fire, a thief to catch a thief, a beast to kill a beast”
-The creed of the Gehtzu Fhuma, The Monster Hunters

Gehtzu Native
While any non monstrous race or recognized Valorians (see The Races of Valor chapter) all have the ability accepted into Gehtzu tribes, the Gehtzu people still exist to spread their legacy and dream to make the world safer by any any means necessary. The following are the stats for a native of any Gehtzu tribe and tradition.

Gehtzu Native Abilities

-Medium size
-Gehtzu Native base landspeed is 30 feet.
-Gehtzu Native have the Humanoid subtype.
-+2 Con, +2 Wis, -2 Cha. Gehtzu are far tougher than most and are more aware of their surroundings from the monstrous blood within their veins from generations of Gehtzu Fhuma in their family lines. However it is this same monstrous blood that makes them pariahs across the world.
-Knowledge Monstrous: The Gehtzu may perform a special lore check, similar to Bardic Knowledge that provides them insight into creatures that would be considered monsters due to the teachings of their people for centuries. They gain a bonus to this check equal to half their HD + their Wis modifier. This knowledge check can substitute any Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), and Knowledge (The Planes) skill check when it pertains to knowing anything about monsters only, if they don't have the skill trained. If a Gehtzu Native does have the appropriate knowledge skill trained, then they can make that knowledge check and a Knowledge Monstrous check, and use the better result.

Aberrations, dragons, giants, magical beasts, monstrous humanoids, oozes, outsiders, undead and vermin are all considered monsters.

-Favorite Class: Gehtzu Fuhma (Monster Hunter) prestige class. Just about all Gehtzu Natives are expected and trained since birth to undergo the experiment and join the fight against the monsters.
-Level Adjustment: +0

Gehtzu Native Archetypes
Choose only one archetype:
-Awakened: You have inherited more of your ancestral blooded then most. This makes you very anxious about being in the quiet and calm, as you only feel truly at peace in the midst of chaotic conflict, the spray of blood, and the creek of bone. You are always treated as being Awakened by at least 10% with all the benefits. You can also gain the Gehtzu Experiment Awakening special ability, but can never go lower then 10%. To compensate for this, you get a +2 competence bonus to Will saves when dealing with Awakening and you never have to add the the rounds you have been Awakened to the will save DC.
Cold: You have feelings and emotions, but just have some trouble expressing them. A lot of trouble. You speak monotonous, no one knows what you mean when you say things, and you tend to only muse about your actions as opposed to really thinking about them. You receive a -4 to diplomacy and bluff with a +4 to intimidate while others get a -6 to sense motive against you.
Controlled: You have exceptional mastery over your inner beast. Your Awakened state increases by 5% each round you are in an Awakened state instead of 10% if you so desire, however due to this control you also have a sense of deafening fear to lose that control, decreasing your Awakening limit by 10% to a minimum of 10%.
Excited: Its like you are seeing everything for the first time. Your powers, your friends, your exploits, everything! You take a -4 to sense motive against bluff checks and +2 on all attacks if you find someone lied to you. You may not be mad, just excited that you know the truth. Finally, you can use can enter an Awakened state a number of times in one encounter equal to your Wisdom modifier.
Smoldering: You keep everything on the inside, trying to keep a cool exterior. Still, sometimes you can't help when it comes out. You gain a +10% Awakening limit. However, you now need to make a standard action to suppress your Awakening percentage instead of a move action.

Gehtzu Experiment
This experiment is only done in Gehtzu tribes and communities by the designated tribal organization that is in every tradition that can be translated in common as “the black mansion”. This is an experiment that the Gehtzu use to mutate their chosen subjects into monster half breeds. Some fear them, other revere, and few can stand against them. With a mixture of unspeakable (also known as arcane) arts and alchemy, the Gehtzu have created the ultimate hunter of monster, witch and saint alike, as well as a very lethal predator.

Creating a Gehtzu Experiment
“Gehtzu Experiment” is a template that can be applied to any Humanoid creature with an intelligence of 3 or higher. A Gehtzu Experiment uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The base creature gains the “Monster” subtype. This subtype simply means that the base creature is now considered a monster. This, however, does not make the base creature qualify for monstrous feats. The base creature’s size remains unchanged.

Special Qualities
A Gehtzu Experiment has all the special qualities of the base creature, plus the following special qualities.

Awakening (Ex.): Gehtzu Experimentation seeks to bond a creature with a beast, be that spiritually, mentally, or in some extreme cases, physically. This grants them a special ability called “Awakening” that allows them to call upon this monstrous energy within them. The base creature may call upon their monstrous energy up to 5%/Constitution modifier as a move action, 10%/Constitution modifier if a standard action, and 15%/Constitution as a full round action. They can choose exactly how high of a percentage they want to activate within the limits described, they must announce it before you do so, and all choices must be in a sequence of 5% (5%, 10%, 15%, 20%, etc). Finally, experiments all have and Awakened Limit. This limit is the “safe boundaries” of your Awakening and while you can surpass your limit, the results normally ends with horror and bloodshed. Your Awakened Limit is always 5%/Constitution modifier.

While in this Awakened state, the base creature’s Strength, Dexterity, Constitution, Regeneration (later described in Gehtzu Regeneration) and Natural Armor increase by 1 point per 10% of the base creature’s current Awaken state. They also gain a number of temporary hit points equal to their new Constitution modifier times their total HD (these points vanish after the Awakening ends. If this would render the base creature unconscious or dead, they suffer these effects as normal). Their movement speed is also increased by 5ft for every 10% of their current Awakened state.

Regardless, once triggered, a Gehtzu Experiment’s Awakened state continues to increase whether the base creature wants it to or not by 10% every round they remain Awakened. As a move action, the base creature may expel some of the monstrous energy within them, decreasing their total Awaken state by up to 5%/Wisdom modifier (to a maximum of 0%, which immediately ends the Awakening). The base creature can choose exactly how much of a percentage they want to try and lower their Awakened state by within the limits described, they must announce it before they do so, and all choices must be in a sequence of 5% (5%, 10%, 15%, 20%, etc). This requires a Will save DC (10 + (½ the current Awakened state, rounded down to the nearest 10%) + number of rounds spent in an Awakened state). Failure results in the Awakened state to not lower at all. After 10 rounds of being in this state and not being above the Awakening Limit, the Awakening ends normally as the base creature’s Awakened state immediately falls to 0%. However, they are treated as being exhausted and suffer a penalty equal to the highest ability bonus that was achieved while in the Awakened state to all of their physical ability scores (A 20% Awakened state would result in a penalty of -2 Str, -2 Dex, -2 Con (maximum of a 1 Constitution), -2 overall AC and -10 feet to all movement speed) for a number of rounds equal to the highest percentage the base creature achieved in their Awakened state divided by 5 (a 20% Awakened state would have after effects that lasts for 4 rounds). To avoid penalties, the base creature must end the Awakening prematurely by lowering their Awakened state to 0% themselves before the 10 rounds are up.

Attempting to surpass the Awakening Limit can result disastrously for a Gehtzu Experiment, since it would release the full force of the monster within them to the surface. The base creature is considered “beyond their limits” if a full minute (10 rounds) has passed, their Awakened state is above their Awakening Limit, and have failed the will save to bring their Awakened state down to match at least their Awakened Limit. As long as the base creature is beyond their limits, they must make a will save equal to the DC needed to suppress their Awakened state every turn or attack the closest creature by them, and the Awakened state continues to go up as normal. If the base creature fails a will save to bring down their Awakened state and their total Awakened state reaches at least 100%, they are considered “Fully Awakened”.

The base creature falls to their knees and is helpless when they start to fully awaken. It takes 5 rounds for the base creature to “truly fully awaken”. They can continue to make will saves during these rounds to lower their Awakened state. The will save DC at this time is still at least a DC 70 (10+ ½ the current Awakened state, (rounded down to the nearest 10%) + the number of total rounds they have been in an Awakened state (at least 10 rounds)). If the base creature is brought down below 100%, the same process from before continues. If they are brought back below their Awakening Limit, their Awakened state drops to 0% and they fall unconscious. When the base creature wakes up, they are treated as if they have just come out of an Awakened state at 100% (exhausted, -10 str, -10 dex, -10 con (maximum Constitution 1), -10 overall AC, and -50ft to all movement speeds). The base creature recovers ability scores individually every day at a rate of 1d4 instead of getting them back to normal in 20 rounds. However, their overall AC and speed return in 20 rounds as normal. Lastly, if the base creature ever reach 100% and somehow make it back, their Awakening Limit take a -10% penalty, permanently, to a maximum of 0%. They remember the feeling of losing control and their body running wild with power. It was terrifying… and intoxicating. The lure to feel that way again becomes harder to resist now.

Full Awakening Table
Rounds-Effect

Round 1-Base creature gains a fear aura of 50ft with a DC equal to 11+ their total HD+ Charisma modifier

Round 2-The releasing of monstrous energy turns the terrain hostile. The speed of all movement types to reach the base creature is cut in half in a 50ft radius centered on the base creature. The radius is treated to be under the effects of Wind Wall.

Round 3-The base creature is treated as having an Intelligence of 3 and will only make melee attacks against anything that comes within 5ft of them.

Round 4-All the previous effects are nullified. Anyone within a 50ft radius of the base creature are Bull Rushed with the opposed Strength modifier equal to the base creature’s total HD + Cha modifier. Any target that fails is flung 50ft backwards. Any target that succeeds doesn’t move.

Round 5All effects from the previous rounds are nullified. The base creature’s Awakening state drops to 0% instantly. Their alignment changes to Neutral Evil and add the Gehtzu Monster Template to its stats. The base creature is now an NPC.


A Gehtzu Experiment may use the Awakening ability 1/day per Wisdom modifier (minimum 1) and may only activate it once per encounter.

Gehtzu Regeneration (Ex): While not true regeneration, it does come with some benefits. When a Gehtzu Experiment suffers hit point damage of any kind, they have a chance for all of the damage to be considered nonlethal. This percentage is equal 2% x their Constitution score. They must roll this percentage each round as long as they have damage. If the base creature rolls within under their percentage, the damage, regardless of damage type, becomes nonlethal and they gain Regeneration 1/- for 1d4 rounds. Multiple successes do stack, as it increase the rate of regeneration and extends the time. If the base creature rolls over their percentage, the regeneration turns off completely until they succeed again. This percentage only takes effect when the base creature is threatened. While not threatened, they are considered to have Regeneration 1/-. Finally, a Gehtzu Experiment can attach their missing limbs! This process takes a number of rounds equal to 1d6+3 - their Constitution modifier (minimum, 3 rounds) per limb and is a full round action. During these turns, they must make a concentration check of a DC 25 each turn they're attaching a limb. If they fail a check, the base creature must have to start all over again and must reroll the time needed to attach the limb (1d6+3 - your Constitution modifier (minimum, 3 rounds)). The base creature can also attach any limb that is humanoid and of the size category. A limb must be attached within 24 hours or before the base creature has full hit point (whichever comes first) or the regeneration will heal the stump.

Inhuman Life Support (Na): To a Gehtzu Experiment, a single days worth of food and water can sustain them for 3 days thereafter. They also only need to rest 8 hours every 3 days for rest before becoming fatigued.

Immunities (Ex): Gehtzu Experiments are immune to poisons and diseases (supernatural or otherwise). They also possess a series of redundant organs, for example lungs that convert oxygen into carbon dioxide and vice versa, intestine that convert waste and urine into water and many others. This provides them with immunity to suffocation damage, starvation damage, dehydration and drowning (however, they will still pass out and need to be removed from such a location).

Monstrous Strength (Ex): Gehtzu Experiment’s bodies constantly rip and tear into itself, causing the muscles in their body to expand repeatedly before they regenerate back to normal. Gehtzu Experiments may wield weapons that are up to one size category larger than themselves without suffering any penalties.

Monstrous Persecution (Ex): Gehtzu Experiments are social pariahs across all of Valor and even out of Valor, they still feel wrong to other creatures. Gehtzu Experiments take a penalty equal to their ½ their HD on all Bluff (except when trying to trying to feint), Diplomacy and Gather Information checks if these checks do not in some way pertain to the hunting of a creature that would qualify as a Monster when interacting with any creature that would not qualify as a monster.

Skills
Gehtzu Experiments, again due to their monstrous blood, have greater perception to the world around them providing them with a +2 bonus on all survival checks and sense motive checks.

Favored Class: Monster Hunter. Upon adopting the Gehtzu Experiment template, the base creature gains the Monster Hunter Prestige Class as one of their favored classes.

Level Adjustment: +2

Monster Hunter

The cursed monsters of Valor and it’s greatest “heroes”. The Gehtzu Fhuma or “Monster Hunters” are legendary in their exploits and a fair world's response to the magic of Glenarm. Soulless beast that have forsaken the very essence of mortality in exchange for power. Free to act due to the fear of those who would not like to engage them in their wrath. These warriors, through obscure sciences, have infused themselves with the very power of the monsters that they wish to slay in doing so becoming monsters themselves, dedicated to the sole purpose of defending their unstable world from the greater instability of the beast… But in fighting the monsters outside, they have allowed a monster within...

Prerequisites:
Base Attack: +5
Base Saves: Will +5
Skills: Balance 5 ranks, Climb 5 ranks, Escape Artist 5 ranks, Jump 5 ranks, Knowledge (Dungeoneering) or (Nature) 8 ranks, Survival 8 ranks, Tumble 5 ranks
Feats: Iron Will, Track
Special: Must have taken the “Gehtzu Experiment” template, must have been accepted into a Black Mansion for training as a Gehtzu Fhuma (Monster Hunter), and survive.

Table 1-1: The Monster Hunter… Hit Dice: d8


Level
Base Attack Bonus
Base Fortitude Save
Base Reflex Save
Base Will Save
Special Abilities[/B]


1
+1
+0
+2
+2
Improved Awakening Capacity, Awakening Limit +5%, Beyond Mortality, Monstrous Aura, Detect Monster


2
+2
+0
+2
+2
Vanquish +1/encounter, Fuhma Ability


3
+3
+1
+3
+3
Awakening Limit +5%


4
+4
+1
+3
+3
Vanquish +2/encounter, Fuhma Ability


5
+5
+1
+4
+4
Awakening Limit +5%


6
+6/+1
+2
+4
+4
Vanquish +3/encounter, Fuhma Ability


7
+7
+2
+5
+5
Awakening Limit +5%


8
+8/+3
+2
+5
+5
Vanquish +4/encounter, Fuhma Ability


9
+9/+4
+3
+6
+6
Awakening Limit +5%, Perfect Awakening


10
+10/+5
+3
+6
+6
Tireless Awakening, Vanquish +5/encounter, Fuhma Ability



Class Skills (4 + Int per level): Balance, Climb, Concentration, Decipher Script, Escape Artist, Gather Info, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, and Tumble.

Weapon and Armor Proficiency: Monster Hunters gain proficiency with simple, martial weapons. They also gain proficiency with all types of armor including shields (but not tower shields). Finally, monster hunters are considered proficient will mercurial weapons (arms and equipment guide).

Beyond Mortality (Ex): Becoming a Monster Hunter means that you have willingly surrendered any potential for joy and happiness in your life. You are a husk of your former self, as the experiment, the training, or just being around so many frightening individuals have left you hard. Upon taking your first level of Monster Hunter you must select a single special archetypes that will dictate how you fight for the rest of your life:

Choose only one of the following archetypes:
-Defense: Elusive: You believe the best way to finish your job is by outmaneuvering them in every way with your superior body and training. You think like this about most things, making you a bit competitive. You can take 10 on all Balance, Climb, Jump or Tumble checks now, as if with skill mastery. Additionally, you can also use your jump check to replace your initiative, or are allowed a reflex save to one attack a turn (DC the attack roll).
-Offense: Mutated: It is a well known that monster hunters are made out of monster parts. Some more than other. Some meaning you, that is. Choose a monster and choose one special attack or special quality. You mimic that ability with all the description that goes with it. You must follow the rules of damage and DCs that are placed on the ability (e.g. stone gaze is constitution based, so instead of the original DC, it's equal to 10+ your constitution modifier, not the original monster). Also, after choosing the ability, you gain personality traits of the monster you emulate. Dragons love treasure, the undead hate the living, medusas are vain, etc.
-Offense: Monstrous: It would seem that you came out more monster than not at the end of the experiment. This has affected your thought process and body in general. You gain the favored enemy ability as if gained from the ranger class, though you may only take up one favored enemy. Your monster hunter level is the equivalent to an ranger level for this reason.
-Defense: Survivor: You have something important to do. You can't die, not yet. If your hit points fall below -1, you remain active for a number of rounds after -10 equal to your Constitution score. If you reach negative hit points that go beyond your Constitution score +10, you die or fall unconscious instantly (whichever is applicable). When push comes to shove, your life is worth more than most things; including the hunt and sometimes even the lives of others.

Improved Awakening Capacity (Ex): From strenuous training and many near death experiences, a 1st level monster hunter now gains additional uses of their Awakening ability per day equal to ½ their Monster Hunter class level.

Awakened Limit (Ex): Monster Hunters are specifically trained to be able to gain an increased mastery over their Awakened Limit. At 1st level, and again every other level thereafter, they increase their Awakening Limit by 5% to a maximum of 100%. A monster hunter now adds ½ their monster hunter level to their will save whenever they are need to make a save for their Awakening.

Monstrous Aura (Ex): Because of what they are and what they do, a Monster Hunter constantly produces an aura of what be described as terror, malice, some even say just simply evil. Any creature that has less HD than the Monster Hunter needs to make a will save against this aura (Will DC equal to 16+ monster hunter level + Charisma modifier). If they succeed, they are immune to the fear effects for 24 hours to that monster hunter only. If they fail the DC by 5 or less, they are shaken. If by 6 or more, they are frightened. If by 11 or more, then they are panicked.

Detect Monster (Ex): You can use an effect similar to Detect Magic.

You detect monstrous auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of monstrous auras.
2nd Round
Number of different monstrous auras and the power of the most potent aura.
3rd Round
The strength and location of each aura. If the creatures bearing the auras are in line of sight, you can make Survival skill check to determine the type of monster involved in each. (Make one check per aura; DC 15 + monster’s HD.)
Monstrous areas, multiple types of monsters, or strong local monstrous emanations may distort or conceal weaker auras.

Aura Strength
An aura’s power depends on a monster’s total HD. If an aura falls into more than one category, detect magic indicates the stronger of the two.


Monster




Aura Power




Faint

Moderate

Strong

Overwhelming


Monster's total HD

5 HD or less

6-11 HD

12-20 HD

21 HD+ (Earth-bound Demon)



Lingering Aura
A monstrous aura lingers after its original source moves or is destroyed. If detect monster is directed at such a location, the missing monster’s aura indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:



Original Strength
Duration of Lingering Aura


Faint
1d6 rounds


Moderate
1d6 minutes

Strong
1d6x10 minutes

Overwhelming
1d6 days


Each round, you can turn to detect monster in a new area. The ability can penetrate barriers of all kinds regardless of materials or thickness, unless they are under the magical effects or similar effects of the spell nondetection. Detect monster is persistently on and cannot be suppressed. A monster hunter uses detect monster at a radius of 30 feet per monster hunter level and is always alerted when a new aura is sensed.

Aberrations, dragons, giants, magical beasts, monstrous humanoids, oozes, outsiders, undead and vermin are all considered monsters. Any monsters of these types are affected by monster hunter bonuses and special abilities. Monster hunters can use these abilities to considerable effect when hunting, as monster hunter do not need to know that a monster is a monster to use their abilities. Gehtzu Natives can make Knowledge Monstrous checks when confronted with the previously mentioned creature types.

Vanquish (Ex): At 2nd level, a Monster Hunter may completely ignore everything that makes a monster a “monster” in one attack . A monster hunter may make a specialized attack against any creature that registers as a Monster. This attack has the Monster Hunter’s wisdom modifier added to their attack and damage roll, as well as it ignores the creature's natural armor, damage reduction, energy resistances, immunities and regeneration. If you score a critical with this attack, you add your Wisdom modifier to confirm. If you use this ability, you must declare it before the attack roll is made. At 2nd level, a monster hunter can only use vanquish 1/encounter + their Wisdom modifier. If your attack misses it is wasted, however if you attack a creature that is NOT a monster, this attack also harms them as well, thus causing the Monster Hunter to break their code of conduct. You are only able to do one attack with the vanquish ability. It can be can with other abilities and feats as well. However, you may not combined it with similar abilities (such as a Paladin’s Smite ability) or abilities that allow you to attack a target more than once. You ability to use vanquish more times in one encounter increases every 2 levels.

Fuhma Ability (Ex): At 2nd level, a monster hunter can choose a number of Fuhma Abilities equal to their Wisdom modifier. If your Wisdom modifier increases, you can choose a new Fuhma Ability. If it lowers, choose a Fuhma ability that you cannot use. It will become available again when your Wisdom modifier increases. You cannot use spells or items, magic or otherwise, that improve your Wisdom score temporarily (owls wisdom, periapt of wisdom, etc) to gain more Fuhma abilities. Every other level thereafter, they can choose one Fuhma Ability. You still need to meet the prerequisites for abilities that require them.

Fuhma Abilities can be "created", using a similar process as creating a spell. The formula for Fuhma Abilities is 1.5k xp/ % needed and days of practice/research needed is 3 day/ % needed. Look at the Fuhma abilities as examples.


Perfect Awakening (Ex): The DC for lowering your Awakened state is now 10+ 1/4 your current percentage + ½ number of rounds you have been awakened. You may now increase your Awakened state by up to 5%/Constitution modifier as a free action, 10%/Constitution modifier as a move action, 15%/Constitution modifier as a standard, 20%/Constitution Modifier as a full round action, and lower it by up to 5%/Wisdom modifier as a free action and 10%/Wisdom modifier move action.

Tireless Awakening (Ex): You now do not become exhausted and take penalties at the ending an Awakened state except if you ever recover from a "full awakening".

Code of the Gehtzu Fhuma
When you are inducted into a Black Mansion, you are a member of their order and the whole organization of the Gehtzu Fhuma. This effectively means that you are not just representing them, but all Gehtzu in the world regardless if you are Gehtzu or not. This means they have strict but simple guidelines that must be followed. They include:
Exterminate all monsters, wherever and whenever you can, whether working or not, if it is in your ability.
Follow all orders of your Black Mansion. The Black Mansion is law.
Never pass your limit to the point that you can't come back.
Never attack non monster citizens and waived monster citizens under any circumstances.
Disobedience of any of these rules, knowingly or not, results in what is called a Head Hunt. They send at least three Gehtzu Fhuma to track you down, behead you, and bring the pieces back for disposal. It has been said that for those that break these oaths, they will never stop being pursued until they are caught and ended.

Ex-Monster Hunters
There are very little Ex-Monster Hunters and for very good reason. Most often when a Monster Hunter would be expelled from the Black Mansion, it is because they have either surpassed their Awakening or have failed to follow the code of the Mansion. An Ex-Monster Hunter may no longer take additional levels in this class, however they maintain their class features. Unfortunately most Ex-Monster Hunters never live past a year before getting captured and executed by their former allies.

GEHTZU MONSTER TEMPLATE AND THE FUHMA ABILITIES COMING SOON!