PDA

View Full Version : D&D 3.x Class Skeleton Swordarm [Base Class]



gooddragon1
2018-11-23, 02:09 AM
Skeleton Swordarm

This Guy:

https://www.mobygames.com/images/shots/l/39426-golden-axe-genesis-screenshot-pesky-skeletons.gif
You get 4 guesses and the first 3 don't count?


The following music should be listened to while reading this class: Golden Axe music - Turtle Village 2 (https://www.youtube.com/watch?v=VIAm1cTaKr0)
Looped for convenience: Golden Axe music - Turtle Village 2 [With Infinite Looper] (http://www.infinitelooper.com/?v=VIAm1cTaKr0&p=n)

Hit Dice: d12.

Class Skills:
The skeleton swordarm’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

The Skeleton Swordarm


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Get Back Up 1/day, Undead Apotheosis


2nd

+2

+3

+3

+0
Golden Shield


3rd

+3

+3

+3

+1
Bash Defenses +1, Golden Shield +2


4th

+4

+4

+4

+1
Golden Sword +1


5th

+5

+4

+4

+1
Get Back Up 2/day, Spectacular Athletics


6th

+6/+1

+5

+5

+2
Golden Shield +3, Swift Leap


7th

+7/+2

+5

+5

+2
Bash Defenses +2, Golden Shield (Spell Resistance + 5), Tremorsense 30 ft.


8th

+8/+3

+6

+6

+2
Golden Sword +2, Leading Bash


9th

+9/+4

+6

+6

+3
Burrowing, Golden Shield +4


10th

+10/+5

+7

+7

+3
Extra Bash, Get Back Up 3/day, Get Back Up (Improved)


11th

+11/+6/+1

+7

+7

+3
Bash Defenses +3, Golden Shield (Spell Resistance + 10)


12th

+12/+7/+2

+8

+8

+4
Diving Attack, Golden Shield +5, Golden Sword +3


13th

+13/+8/+3

+8

+8

+4
Follow-Up Kick


14th

+14/+9/+4

+9

+9

+4
Swift Leap (1d4-1)


15th

+15/+10/+5

+9

+9

+5
Bash Defenses +4, Get Back Up 4/day, Golden Shield +6, Golden Shield (Shieldless Spell Resistance)


16th

+16/+11/+6/+1

+10

+10

+5
Golden Sword +4


17th

+17/+12/+7/+2

+10

+10

+5
Burrowing (Harder Materials)


18th

+18/+13/+8/+3

+11

+11

+6
Golden Shield +7, Tremorsense 300 ft.


19th

+19/+14/+9/+4

+11

+11

+6
Bash Defenses +5


20th

+20/+15/+10/+5

+12

+12

+6
Driving Knockback, Get Back Up 5/day, Golden Sword +5



Class Features

All of the following are class features of the skeleton swordarm.

Weapon and Armor Proficiency

A skeleton swordarm is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Undead Apotheosis

A skeleton swordarm becomes undead at level 1. Specifically, it has the same abilities and appearance as a human warrior skeleton except that its ability scores other than constitution (which becomes a nonability score) and dexterity (which increases by 2) are unchanged. It gains its damage reduction (overcome by bludgeoning) at a rate of 1 per level from skeleton swordarm levels 1 to 5. A skeleton swordarm may speak as a supernatural ability. Unlike most undead, it can be raised as its former race, but it immediately becomes undead again after being raised.

Get Back Up (Su)

At 1st level, a skeleton swordarm may recover from attacks that should ordinarily destroy it. Once per day, when a skeleton swordarm's hitpoints are reduced to 0 or below it is instead knocked prone if it would not exceed its HD+10 beyond 0 in damage. The skeleton swordarm then heals its HD+10 damage less the damage from that attack (as that damage is still dealt but is offset by the healing).

Once per day, as a free action, a skeleton swordarm may heal gain fast healing equal to its HD for a number of rounds equal to its Charisma modifier or 1 (whichever is greater). This duration of this fast healing is reduced to 1 inside of an antimagic field or similar effect.

At 5th level and every 5 levels thereafter, a skeleton swordarm gains an extra use per day of each function of this ability. In addition, if the attack that would cause the skeleton swordarm to be knocked prone would exceed the threshold of HD + 10, it instead burns through an additional daily use of this ability for each HD + 10 amount it exceeds the initial threshold and the skeleton swordarm is only destroyed if all uses of this ability are not sufficient to cover the damage dealt.

At 10th level, a skeleton swordarm can get up automatically (without provoking an attack of opportunity, immediately even if it isn't the skeleton swordarm's turn, and with no action required) when knocked prone by this ability.

Golden Shield (Su and Ex)

At 2nd level, a skeleton swordarm gains additional benefits from using a shield. While wielding a shield a skeleton swordarm is treated as having additional HD equal to its base fortitude save against turning checks. A shield wielded by a skeleton swordarm is coated by a force effect with a golden coloration and a skull symbol on the front. This allows the skeleton swordarm to add its shield bonus against incorporeal touch attacks and requires enemies to break through the force effect (similar to a wall of force) before they can damage the shield. If the force effect is broken it is recovered 1d4 rounds later.

Furthermore, it gains the ability to make a free shield bash attack once per round against a target which it made a successful melee attack with a sword. This shield bash attack is made at full base attack bonus, adds the skeleton swordarm's full strength modifier, and does not affect the AC bonus granted by the shield. Shield bashes from this ability are an extraordinary ability.

At 3rd level, a skeleton swordarm adds a +2 deflection bonus to their AC while wielding a shield. This bonus increases by 1 at 6th level and every 3 levels thereafter.

At 7th level, a skeleton swordarm gains spell resistance equal to their skeleton swordarm level + 5. At 11th level, this spell resistance becomes equal to their skeleton swordarm level + 10. At 15th level, a skeleton swordarm may choose to have this spell resistance apply even while they are not wielding a shield.

Bash Defenses (Ex)

At 3rd level, when a skeleton swordarm makes a shield bash against a target it breaks their defenses down. Targets struck by a shield bash take 1 extra point of damage from the shield bash and any attacks made by the skeleton swordarm for 1 minute thereafter. Targets struck by two shield bashes in a row take twice this extra damage instead from the skeleton swordarm for one minute thereafter. This ability does not stack, it only refreshes duration or applies the highest modifier. This bonus damage increases by 1 at 7th level and every 4 levels thereafter.

A skeleton swordarm wearing medium or heavier armor or carrying more than a medium load cannot use this ability.

Golden Sword (Su)

At 4th level, a skeleton swordarm gains additional benefits from using a sword in one hand. A skeleton swordarm's sword is enveloped in a force effect with a golden coloration. This allows the sword to deal damage normally to incorporeal targets. It also causes the skeleton swordarm to be incapable of beind disarmed unless the force effect is broken and requires enemies to break the force effect (similar to a wall of force) before they can damage the sword. If the force effect is broken it is recovered 1d4 rounds later.

Furthermore, the golden force effect cuts through armor more efficiently which grants it a +1 enhancement bonus to attack rolls. This bonus increases by 1 at 8th level and every 4 levels thereafter.

Spectacular Athletics (Su)

At 5th level, a skeleton swordarm can make incredible leaps with seemingly little effort. If a skeleton swordarm makes a DC 10 jump check they can make a jump to any location within their land movement speed. This ability can be used underwater at double effectiveness (double the land movespeed) using a swim check DC 10 instead.

Furthermore, a skeleton swordarm may double the final result of any tumble check or swim check they have made.

A skeleton swordarm wearing medium or heavier armor or carrying more than a medium load cannot use this ability.

Swift Leap (Su)

At 6th level, a skeleton swordarm may occasionally make leaps with almost no warning. A skeleton swordarm may use its spectacular athletics ability as a swift action, but cannot use it again as a swift action until 1d4 rounds later. If a skeleton swordarm makes a DC 10 tumble check they do not provoke attacks of opportunity for this movement.

A skeleton swordarm wearing medium or heavier armor or carrying more than a medium load cannot use this ability.

At 14th level, a skeleton swordarm need only wait 1d4-1 rounds to make a swift leap. If a result of 0 is produced, it can use the ability again in the next round.

Tremorsense (Su)

At 7th level, a skeleton swordarm gains tremorsense out to 30 feet.

At 18th level, the range of a skeleton swordarm's tremorsense increases to 300 feet.

Leading Bash (Ex)

At 8th level, a skeleton swordarm can make a free shield bash with double damage (as described in the Golden Shield ability above, except it does not count against the maximum number of free shield bashes that can be made in a round) against an adjacent target immediately after using its spectacular athletics ability. The skeleton swordarm may choose to cause targets no larger than 1 size category above it to be knocked back 10 feet if the bash attack hits the target successfully.

A skeleton swordarm wearing medium or heavier armor or carrying more than a medium load cannot use this ability.

Burrowing (Ex)

At 9th level, a skeleton swordarm gains a burrow speed of 30 feet through materials with hardness 5 or less. This ability does not leave a tunnel behind the skeleton swordarm.

At 17th level, the skeleton swordarm can burrow through materials with hardness 30 or less.

Extra Bash (Ex)

At 10th level, a skeleton swordarm gains the ability to make an additional free shield bash (described in the Golden Shield ability above) per round against a target which it made a successful melee attack with a sword.

Diving Attack (Ex)

At 12th level, a skeleton swordarm can choose to substitute a sword attack (this counts against the maximum number of attacks the skeleton swordarm could ordinarily make in a round from base attack bonus, such as by making a full attack or standard action attack) dealing 4x damage in place of a leading bash. This ability does not count as charging.

A skeleton swordarm wearing medium or heavier armor or carrying more than a medium load cannot use this ability.

Follow-Up Kick (Ex)

AT 13th level, a skeleton swordarm can make a kick attack (1d6 + Double Str modifier) at its full base attack bonus against any target which it successfully made two shield bashes against. The skeleton swordarm may choose to cause targets no larger than 1 size category above it to be knocked back 10 feet if the kick attack hits the target successfully.

Driving Knockback (Su)

At 20th level, a skeleton swordarm can choose for a knockback effect from either their leading bash or follow-up kick ability to affect a target regardless of size and knock them back up to 10 feet per skeleton swordarm level it has. If the target would be stopped by a physical barrier it takes 1d6 points of damage per 10 feet it did not travel and the barrier takes the same amount of damage.


===

This base class is presented As Is. It was made for fun and/or giggles. The homebrewer assumes no responsibility if it wrecks or is too weak for a given campaign. Other disclaimer stuff. This disclaimer subject to change without notice and possibly due to random dice rolls?