Mobile Swordman (3.5e Class)

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Mobile Swordsman[edit]

A very strong close range fighter with many skills linked to his most special characteristic, his prosthetic arm which allows him to use his karma. (The idea is not mine, look at the end of the page for the credits to the creator of this class concept).

Making a Mobile Swordsman[edit]

He has good mobility and a very strong close range combat, he's good in every kind of party. The only required thing is that the character who wants to get this class must have lost at least one arm.

Abilities: The Mobile Swordsman requires high strength and dexterity, decent intelligence to have a high Craft skill and high wisdom for the Karma amount.

Races: Any race that has distinguishable arms.

Alignment: Any.

Starting Gold: 8d6×10 gp.

Starting Age: Any.

Table: The Mobile Swordsman

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Mobile Swordsman, Karma Container
2nd +2 +3 +3 +3 Arm Blockage, Prosthetic Thrust
3rd +3 +3 +3 +3 Single Arm Strength, Karma Strengthening
4th +4 +4 +4 +4 V1: Sharpening
5th +5 +4 +4 +4 Driving Force, Karma Engine I
6th +6/+1 +5 +5 +5 Karma Cooling
7th +7/+2 +5 +5 +5 Skilled Single Arm Living
8th +8/+3 +6 +6 +6 Instant Cut
9th +9/+4 +6 +6 +6 Better Senses
10th +10/+5 +7 +7 +7 Karma Engine II
11th +11/+6/+1 +7 +7 +7 V4: Releasing Limits, XV1: Low of Nature Sharpening
12th +12/+7/+2 +8 +8 +8 Nucleus Arm Shield, Master of the Single Arm
13th +13/+8/+3 +8 +8 +8 Bonus Feat
14th +14/+9/+4 +9 +9 +9 Fast Karma Recharge I
15th +15/+10/+5 +9 +9 +9 V8: Sword Arm, Karma Engine III
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +10 Mechanical Barrage
18th +18/+13/+8/+3 +11 +11 +11 Fast Karma Recharge II
19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +12 Karma Engine IV

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The Mobile Swordsman class skills are: Balance (Dex), Climb (Str), Craft (Prosthetic Arm)(Int), Disable Device (Int), Jump (Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (dex).

Class Features[edit]

Craft (Prosthetic Arm): The "Craft (Prosthetic Arm)" is a craft skill that is only necessary to craft your or others prosthetic arms. Crafting a prosthetic arm requires different time, gold pieces and material based on the quality of the prosthetic arm. The costs are shown in the table:

Prosthetic Arms
DC Type gp cost material cost time to create hps Karma usage Shapeshifting
NA Garbage 25 Anything(*) 1hr 15 N N
10 Basic 75 Iron and a iron wire(*1) 4hr 25 N Once
15 Simple 150 Iron, 2 iron wires and a lower Karma nucleus(*2) 7hr 30+1/4Karma Half Y
20 Medium 250 Iron, 2 iron wires and a Karma nucleus 9hr 30+1/2Karma Y Y
25 Good 400+ Steel(*3), iron, 2 iron wires and a Karma nucleus 11hr 35+1/2Karma Y Y
30 Perfect 600+ Steel, 2 steel wires and a strong Karma nucleus 15hr 35+Karma Y Y
35 Masterpiece 900+ Adamantine-Steel alloy(*4)/titanium-steel alloy(*5), 2 steel wires and a perfect Karma nucleus 19hr 40+1.5Karma Y Y

However anyone with a Craft(Weaponsmithing) can create a Garbage, Basic, Simple or Medium Prosthetic Arm with an increment of 5 to the DC, +25 gp on the cost and 1hr bonus to complete the crafting. A Garbage Prosthetic Arm is just like a normal Prosthetic Arm, in fact you can't use the abilities that require the shifting of the shape of the arm and you can't use any Karma related skill with the Prosthetic Arm. The Basic Prosthetic Arm may shapeshift only once, than you can't shapeshift it back to the normal form or to another form, this doesn't mean you have to throw it or anything, with a Basic Prosthetic Arm you can't use Karma related skill just like the Garbage one. From the Simple Prosthetic Arm onwards you may shapeshift the arm many times as you want and you will be able to freely use your Karma skills, however the Simple Prosthetic Arm spends double the amount of Karma then a better one. If you want to buy a Prosthetic Arm from a smith you may buy it, however the price will be ×5 the crafting cost and if the smith doesn't have the Craft(Prosthetic Arm) skill you will pay 125gp more than the normal price. All the prices (in gp, time and material) are 20% higher (rounded down) for every size you are bigger than medium or 15% lower for every size you are smaller than medium, however the costs in everything can't be lower than the 20% of the original costs or 1 (the higher one). If a "+" is present in the gp cost it means that if you are lvl 11 or higher the prices will be 50% higher than normal. The Garbage material cost must be an equivalent of 25gp in weight, a Basic iron cost must be an equivalent of 50gp in weight, a Simple iron cost must be an equivalent of 70gp in weight, a Medium iron cost must be an equivalent of 100gp in weight, a Good iron cost must be an equivalent of 20gp in weight and the steel cost must be an equivalent of 300gp in weight, a Perfect steel cost must be an equivalent of 450gp in weight, a Masterpiece adamantine-steel alloy cost must be an equivalent of 900gp in weight or an equivalent of 1440gp in weight of titanium-steel alloy.

  • The Garbage Prosthetic Arm (as the name says) it's a piece of junk, you can create it with iron (5gp/lb; 10hps; 5 toughness), stone (2gp per 5lbs; 5hps; 2 toughness) or even wood (1gp per 10lbs; 2hps; 1 toughness) the only thing is that every material amount must stack to at least an equivalent of 25gp in weight and 20gp must be of iron.
  • 1 An iron wire is created with an equivalent of 2gp of iron, 15 minutes are required to create one and you need to succeed a DC 10 in any Craft skill related with metals to create it successfully, you can buy iron wires in stacks of 2 for 5gp and every type of shop related to weapons, armor or anything made with metals sells them. A steel wire is equal to an iron one but you need an equivalent of 10gp to create a wire and it can be bought in stocks of 4 for 50gp.
  • 2 A Karma nucleus is a rare item, a lower one costs 100gp, a normal costs 250gp, a strong costs 350gp and a perfet costs 500gp. A Karma nucleus is a metal (normally steel or adamantin or an alloy of this 2) frame that contains a sphere of Karma-attuned material, this core is necessary to use your Karma skills with an object or the object will break after the encounter you have used a Karma skill. Constructs, bandits or any other foe similar to them (like generic robots or goblins) may have a Karma core in their body/treasures. Karma nucleus are buyable in any magic item shop or, the lower one, may be found in weapon shops/smiths.
  • 3 The Steel is a material stronger and heavier than the iron, an ingot costs 25gp per 2 lbs and it isn't sold in 1 lb ingots, the Steel has 25 hps and 10 toughness.
  • 4 The adamantine-steel alloy is an alloy made of 30% adamantine and 70% steel, this alloy is stronger and lighter than the steel but weaker than pure adamantine. An ingot of adamantine-steel alloy costs 45gp per lb and it has 30 hps, 15 toughness and it grants a 1/- DR. (The DR of the material is trasmitted to every equipement you create with it).
  • 5 The titanium-steel alloy is an alloy made of 40% titanium and 60% steel, this alloy is stronger than steel but way heavier. If you use this alloy to create a masterpiece Prosthetic Arm you will lose 10 ft movement speed but the arm will gain 10 hps. An ingot of titanium-steel alloy costs 120gp per 2 lbs and it isn't sold in 1 lb ingots, it has 40hps, 20 toughness and it grants a 3/- DR. (The DR of the material is trasmitted to every equipement you create with it).

Weapon and Armor Proficiency: You are proficient with every type of melee weapon, you are not proficient with any armor or shield.

Mobile Swordsman: Your class is a fast melee based class and the most uncommon characteristics of the class are the Prosthetic Arm and the Karma usage. Since you gain this ability you will gain 5 ft movement speed every level and 10 ft bonus on 5th, 10th, 15th and 20th lvls and you won't provoke attacks of opportunity since when you will have 70 ft of bonus movement speed from this ability (lvl 10) and you have at least 1 Karma point remaining. Another speciality of yours is that when you gain this ability you gain a bonus +2 on Craft(Prosthetic Arm) and another +2 every 5 lvls. Moreover when you gain this ability you gain full control over your Prosthetic Arm. A Garbage Prosthetic Arm has a -4 on every melee attack roll and gives you a -2 armor check penalty moreover you can't do critical hits, a Basic one has a -2 to melee rolls and a -1 on armor check penalty, a Basic arm has a critical of 20/x3 like the Simple, Medium and Good Prosthetic Arm, a Perfect has a +1 to melee rolls and to deflect AC and has a 19-20/x3 critical and a Masterpiece has a +2 to melee rolls and to deflect AC and has a 19-20/x3 critical.

Karma Container: Your heart becomes a Karma industry always generating new Karma. At level 1 you choose your Karma color and you have a Karma amount equal to (5 + half your wisdom modifier (rounded up)) ×2, than every level (even on epic levels) you will gain a bonus 1 + half wisdom modifier (rounded up) Karma, on level 10 you gain (5 + half your wisdom modifier (rounded up)) ×2 Karma. You recover your Karma every time you do a full rest (if you don't have to sleep or rest you need to meditate for 8 hours). If your wisdom changes then your max amount of Karma changes too (let's say you are a lvl 10 Mobile Swordsman with a +4 in wisdom, you'll have a maximum of 62 Karma points, if your wisdom increases to a +5 you'll have a maximum of 74 Karma).

Arm Blockage: You may use your Prosthetic Arm to block the incoming attacks, if you decide to do this you will expend 4 points of your Karma and then you will try to block the incoming attack with the arm. To try to block it you must do a melee hit roll with your max BAB, if the result of the hit roll exceed the result of the enemy hit roll you will completely block the incoming attack, however if your hit roll is lower than the enemy one you will take the damages and your Prosthetic Arm will take half of the damages too. You can decide to block any attack you want but you must do it before the enemy rolls his hit roll. Trying to block an arrow gives you a +4 bonus on the hit roll. If you have a Garbage Prosthetic Arm you will have a -4 on the melee roll to block the attack, if you have a Basic one you will have a -2, if you have a Perfect you will have a +3 and if you have a Masterpiece you will have a +6.

Prosthetic Thrust: You can use your Prosthetic Arm to punch your enemies, while punching with your Prosthetic Arm your punch is considered a weapon that deals lethal bludgeoning damages and you don't have the penalties of an unarmed strike. Your punch does damages like shown in the table:

Prosthetic Arm damage
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
2nd-3rd 1 1d2 1d3 1d4 1d6 1d8 1d10 2d6 2d8
4th-7th 1d2 1d3 1d4 1d6 1d8 1d10 2d6 2d8 2d10
8th-11th 1d3 1d4 1d6 1d8 1d10 2d6 2d8 2d10 3d8
12th-15th 1d4 1d6 1d8 1d10 2d6 2d8 2d10 3d8 5d6
16th-19th 1d6 1d8 1d10 2d6 2d8 2d10 3d8 5d6 4d8
20th 1d8 1d10 2d6 2d8 2d10 3d8 5d6 4d8 6d6

You may use this attack once per round as a bonus action with your medium BAB (lower if you have more) after you have attacked using a full-round action, however this bonus attack does half the damage (minimum 1). A Garbage Prosthetic Arm does one step less damages (if you are the first step you do damages like you would be a size smaller), a Perfect and Masterpiece Prostetic Arm does one step more damages (if you are on the last step you do damages if you were in the last step of a size bigger, so if you would do 2d10 damages you do 3d8).

Single Arm Strength: You are used to life with a single arm and you manage to use your full strength with a single arm. You lose all the penalties in having a single arm even when you don't have the Prosthetic Arm and you can use a two-handed weapon with a single hand with a -4 on hit rolls.

Karma Strengthening: You are able to use your Karma to empower your physical body and your mind, you may use 3 Karma points to increase a single roll on any physical or mind activity or response by 1, you are not limited to increase by 1 but the cost is 3 for every +1 you want on the throw (for example if you want to increase the roll by 10 you must use 30 Karma points), increasing the roll is an immediate action but you can decide to increase the roll only before doing it. Any activity with your Prosthetic Arm can be empowered too. For instance you can increase any Skill check, any Saving Throw, any kind of movement (you will increase your speed by 5 ft for every 3 Karma points) and even unarmed strikes, however when you increase an unarmed strike you must choose to increase the hit roll or the damage roll or spend Karma to increase both. You can even increase your natural armor by a +1 for a round for every 5 Karma points you spend, however you must do it during your round.

V1: Sharpening: You are able to control your Prosthetic Arm shape shifting its base form into a more fighting compatible weapon. To shapeshift the Prosthetic Arm in this Version you only need to expend 10 Karma points, think of the arm becoming a blade and extend it Prosthetic Arm far from the body and you need to say "V1: Sharpening" (or think of the phrase) when you do this a metal cable will exit from the Prosthetic Arm and it will shapeshift it. This version of the Prosthetic Arm for the majority of the arm types is just a blade on the back of the arm and a slight sharpening of the hand like the blade of a spear, for the perfect and the masterpiece the whole Prosthetic Arm becomes a sword-like prosthesis losing the shape of the arm to gain more lethality. While in this sharp shape you lose the bonus punch attack but all your arm attacks become Slash and Piercing attacks, they have a bonus +2 on hit rolls, they add your strength to the damages and you gain bonus dices equal to half the damages of the normal attacks (if you do 1d8 damages you gain a 1d4 bonus, if you do 2d8 damages you gain 1d8 bonus, if you do 3d8 damages you do 1d8 and 1d4 bonus). While in this state you will gain a +2 on the Arm Blockage ability. While in this state you will gain a +1 critical range on the Prosthetic Arm attacks and a ×2 bonus on critical damage. Returning the Prosthetic Arm into its original form is a free action that doesn't require Karma.

Driving Force: You can add (not replace) 1/3 of your dexterity score above 10 (so with 16 dexterity you will gain 6/3=2, the result is rounded down) to your melee hit rolls, to all your melee damages, to the fortitudes saves, will saves and 1/2 of your dexterity mod ×5 ft to movement speed.

Karma Engine: When you gain this ability your Karma magazine increases by 5.

Karma Cooling: You can use your Karma to cool down your body, as a free action you can expend 3 Karma points to heal 2 hp, you can expend more Karma to heal more hps.

Skilled Single Arm Living: You gain a +2 on all arm related checks when you use your natural arm, you add it even to the hit rolls made with a weapon but not to the damage. When you gain this ability both your hands, the natural one and the Prosthetic Arm, are considered main hands so none of them has a penalty and you can start alternate the attacks of a full-round action between the weapon in your hand and the Prosthetic Arm attacks, if you alternate twice after that all the hit rolls and damage rolls you keep alternating gain a +2 that increase by another 2 for every one you alternate. If you alternate all your attacks the bonus attack with the Prosthetic Arm does the normal damages instead of half and use your max BAB instead of the lower-medium and it will still have the bonuses gained from alternating the attacks, moreover you will gain another bonus attack with the weapon, this attack will do half the normal damages, use the lower-medium BAB and retains all the bonuses from alternating.

Instant Cut: You can cut through things at the speed of light, while in the V1 (or the XV1 or V8) you can expend 15 Karma (+5 if you are in the XV1 or +10 if you are in the V8) as a full-round action and hit an enemy within 3 times your movement speed range, this Instant Cut does ×3 the damages of a normal melee attack with the Prosthetic Arm while V1 (or whatever version you are using). This attack doesn't permit a save and it ignores the enemy AC, however this attack can't do a critical hit and in the next round you can't do full-round actions. After using this skill you are in the square behind the enemy you have attacked.

Better Senses: You gain a +4 on listen, spot, search and sense motive checks, moreover you gain 60 ft of darkvision and 30 ft of blindsight that increase to 120 ft and 60 ft at lvl 14. Moreover you gain a +2 wisdom.

V4: Releasing Limits: You can enter in a rage-like state in which your skin and hair become of the same color of your Karma, your heart will be visible through the body and the clothes and both your heart and your eyes will be lighted with the color of your Karma, all the metallic parts of your body become black with continuous small lightnings of the color of your Karma and all those parts will be lighted with veins of your Karma color. To enter V4 you must focus all your Karma in your heart and say (or think) "V4: Releasing Limits" as a free action, you can't enter in this state if you have less than 1/3 of your total Karma, while in this state you have unlimited Karma, however 1/3 the Karma cost becomes cooldown rounds which you have to wait to reuse a skill (the continuous amount of Karma used while in the XV1 and the V8 doesnìt impact on the time you can keep them active during the V4, this means you can use the V8 for the whole time the V4 lasts), during the V4 your Prosthetic Arm is indestructible. Moreover in this state you gain +6 strength and dexterity and +2 intelligence and wisdom, while in this state you even gain 60 ft bonus movement speed and you gain 1/4 of the base damage in every attack, a 5/- DR and a 5 hit points regen. While in this state you even gain a Frightful Presence with a DC 10 + 1/2 hd + wisdom mod. The V4 lasts for 1d8 + Wisdom mod rounds. While in this state you can't die or faint and you can't fall behind -20 hps and if the V4 ends when you have less than 0 hps you will be set stable with 0 hps. However when the V4 ends you will consume all your Karma, you will be exhausted for the whole day if you have more than 0 hps or you will faint (for 30 minutes per 5 hit points you were lower than 0 (if you have -9 you will faint for 30 minutes)) if you had less than 0 hps before ending the V4. Moreover if you use the V4 with a Prosthetic Arm that's not a Perfect or a Masterpiece the arm will implode and you will lose all the materials. You can use V4 once a week.

XV1: Law of Nature Sharpening: Your V1 becomes a law of nature, the activation method and process is equal to the V1 but you must spend 15 Karma points + 3 points per round, the Prosthetic Arm appearance is equal to the one with V1 but it will be black just like during the V4 and small little lightnings will be released by the blade of the Prosthetic Arm. You can't use the XV1 with a Basic Prosthetic Arm, the XV1 gives you double the bonuses of the V1. When you gain this ability you still can use the V1, you will choose at your will to either use the V1 or the XV1. Returning the Prosthetic Arm into its original form is a free action that doesn't require Karma.

Nucleus Arm Shield: You can create a Karma shield with the nucleus on your arm. To create it you must expend 20 Karma points and it will block 25 damages, you can add 10 Karma points to increase the damages the shield can block by 15, the Karma shield lasts for 1d3 + half your Wisdom mod rounds and it cannot be dispelled or bypassed, the shield has a range of 5 ft×half your Wisdom mod and it protect all your allies (you design who are the allies by thinking of them so it's not bypassable in this way either), your allies can cast normally even in the shield. If you put a second shield on the first the damage they will block is the sum of both the shields but every shield has its own duration. The shield will block all the magic or elemental damages (like a cone of fire or of any other element), if an enemy tries to cast in the shield he must exceed a caster level check with a DC equal to the damages the shield can block or fail the cast, if someone loses a cast in this way the shield loses 10 hps or 5 hps if the spell wasn't a damage aimed spell.

Master of the Single Arm: You gain a +2 strength and you are able to use 2 handed weapons with a single hand without any penalty, holding a weapon with one hand still adds ×1.5 of your strength as damage.

Fast Karma Recharge: When you gain this ability you start recharging your Karma without resting, to restore the Karma without resting you must wait the same amount of time you normally would and when you gain this ability the second time this time will be halved. Moreover when you gain this ability you gain a bonus use of the V4 per week (to a max of 3 uses per week).

V8: Sword Arm: The V8 is similar to the V1, your Prosthetic Arm shapeshifts into a long sword, to activate it you must use a free action expending 30 Karma + 5 for every round and do the same things that you do to activate the V1 but you must say (or think) "V8: Sword Arm". While using the V8 you gain the same bonuses as the V1 ×3 and you gain 5 ft range on melee attacks with the Prosthetic Arm. Returning the Prosthetic Arm into its original form is a free action that doesn't require Karma.

Mechanical Barrage: The Mechanical Barrage is equal to the Instant Cut but it attacks all the enemies in a straight line half your movement speed long and 5 ft wide (10 ft if you use this while in the V8) to both your sides (to a total of 10 (or 20) ft), this skill costs 40 Karma points. When you use this skill you end up at the end of the straight line of the range.

Bonus Feat: You gain 3 bonus feats at level 13, 16 and 19, you may chose any feat you like but you have to meet the requirements to pick them, if a feat require to be of a certain fighter level this class is considered to be a fighter.

Epic Mobile Swordsman[edit]

Table: The Epic Mobile Swordsman

Hit Die: d12

Level Special
21st Epic Speed
22nd Epic Fast Karma Recharge I
23rd Epic Senses
24th Epic Prosthetic Strength
25th Epic Karma Engine I
26th Epic Fast Karma Recharge II
27th
28th Bonus Epic Feat
29th
30th Epic Karma Engine II

4 + Int modifier skill points per level.

Epic Speed: You gain 10 ft movement speed for every epic level of this class you gain.

Epic Fast Karma Recharge: When you gain this ability the time necessary to recharge Karma will be halved and you gain 2 bonus uses of the V4 per week (to a max of 7 uses per week).

Epic Senses: You gain an ulterior +6 to listen, spot, search and sense motive checks and another +2 wisdom.

Epic Prosthetic Strength: Your Prosthetic Arm is considered a size larger to determine the amount of damages it does.

Epic Karma Engine: When you gain this ability you gain 15 Karma points.

Bonus Epic Feat: You gain a bonus epic feat, you may choose any feat you like but you have to meet the requirements to pick them, if a feat requires to be of a certain fighter level this class is considered to be a fighter.

Mobile Swordsman Lore[edit]

Characters with ranks in Knowledge(Arcana) or (Architecture and engineering) can research Mobile Swordsmen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Arcana) or (Architecture and engineering)
DC Result
10 Guys that are very skilled in using a Prosthetic Arm.
15 They have really fine senses and they can move very swiftly.
20 They use some sort of natural magic to increase their physical abilities.
25 They have been seen in a strange look, with an unnatural skin color and a very strong presence.

CREDITS TO THE CREATOR[edit]

The original creator of this class concept Jong-Seok Park and this class appears in the manhwa and webtoon "Player", the character who inspired me the most to create this class is Dean. I really suggest you read the manhwa because it has really cool story and drawings.



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