D&D 3E/3.5 3.0 Master of Chains, modernized/rewritten to 3.5

Rann

First Post
Greetings!

For a campaign I'm playing, and for pure fun, im making a 3.5 rewritten version of the Master of Chains.

I would like some opinions on how balanced it is, and if everyone has any (awesome) idea's / comments on it. Ofcourse, it's still under construction.

-side note, english isn't my main language, please forgive any language faults-

Master of chains

The Master of Chains is a canny opportunist whose intimidating presence is capable of inciting hardened soldiers into a panic. Using mystical martial techniques first pioneered by chain devils in the early days of the Blood War, a Master of Chains can gain an unnatural degree of control over his weapon, enhancing its damage potential and even allowing him to use it as a armor.

Requirements:

Alignment : Any nongood
Base attack bonus: +4
Skills: Intimidate 7 ranks
Feats: Exotic weapon Proficiency: Spiked Chain, Combat Expertise, Improved Trip, Improved Disarm

NEW VERSION - Tabel below is new/edited, things marked in red is new/edited

Level Base Fort Ref Will Special

1st +1 +0 +2 +0 Punishing lash, Power Combat Reflexes, Tactical Expertise (+2)
2nd +2 +0 +3 +0 Chain Armor,Greater punishing lash, Scare
3rd +3 +1 +3 +1 Constant Vigilance, Tactical Expertise (+4)
4th +4 +1 +4 +1 Spiked Chain Armor (Su)
5th +5 +1 +4 +1 Immunity to fear, Sweeping Strike
6th +6 +2 +5 +2 Cheap Shot
7th +7 +2 +5 +2 Ironclad

Power Combat Reflexes: Using sheer strength to keep his chain circling, the character may now make additional Aoo's as per the feat Combat Reflexes. But the amount of additional Aoo's is his dexterity modifier, or one-half his strength modifier, witchever is higher. This ability counts as the Combat Reflexes feat for qualifying for prestige classes and feats. This feat does not stack with the Combat Reflexes feat.

Punishing lash: If you deal a creature enough damage to make it drop (Dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Greater punishing lash: Same as 'Punishing lash' but the Master of Chains may now take a 5ft step between each swing. If he also kills his second enemy, he may lash at another target. The number of extra attacks is limited to half his strength modifier per round.

Scare: A Master of Chains may induce fear into his enemies as per the Fear spell. The DC is equal to 10 + 1/2 his ranks in intimidate + class levels in master of Chains. This ability may be used once per day for every level the character has in Master of Chains.

Tactical Expertise: A Master of Chains gains the shown bonus on his Trip and Disarm checks.

Chain Armor: A Master of Chains may use 20 feet of chains to reinforce his current chain-based armor. He gains a +1 AC for each class level in the Master of Chains.

Spiked Chain Armor(Su): A Master of Chains may use two other spiked chains to further strengthen his armor. It now fully consists of chains. He looses the benefits of any other equipped armor, in exchange for the ability to will the armor around him and equip it in 1 round. After equipping this armor the chains keep moving around his body, granting a extra +4 bonus to AC and the Moderate Fortification effect. This armor has a maximum dex bonus of +2, a -4 armor check penalty, a 20% arcane spell failure, and counts as being light, this armor is enchantable like any normal armor. This armor counts as having 'armored spikes' as long as its reinforced with two spiked chains. A MoC may also add his own weapon to his armor, allowing to him to draw it as a free action from his armor. Having more then two spiked chains in his armor does not have any benefit. However, if the MoC looses his main weapon for any reason. He may draw a previously inserted spiked chain from his armor, but reducing the benefits to +2 AC and the Light Fortification effect. This is a supernatural ability.

Ironclad: A MoC's may use his body as it were one size larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the MoC is treated as one size larger if doing so is advantageous to him. A MoC is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A MoC can use weapons designed for a creature one size larger without penalty. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the subject’s size category.

Sweeping Strikes (Ex): At 7th level, a Master of Chains gains the ability to make great, sweeping swings with his spiked chain. On each melee attack Master of Chains makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A Master of Chains can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A Master of Chains cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a Master of Chains drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.

Constant vigilance: An opponent who enters into your threatened are must treat your threatened squares as difficult terrain, forcing him to move with caution.

Cheap shot: Any opponent that you threaten who takes any sort of movement provokes an attack of opportunity from you before they leave the threatened area. They are also unable to use the withdraw action to treat the square they start in as no longer threatened by you.

OLD VERSION
Code:
Level	Base	Fort	Ref	Will	Special

1st	+1	+0	+2	+0	Punishing lash, Combat Reflexes
2nd	+2	+0	+3	+0	Scare, Immunity to fear, Chain Armor
3rd	+3	+1	+3	+1	Greater punishing lash
4th	+4	+1	+4	+1	Constant Vigilance
5th	+5	+1	+4	+1	Tactical Expertise (+2)
6th	+6	+2	+5	+2	Superior Chain Armor (Su)
7th	+7	+2	+5	+2	Sweeping Strike
8th	+8	+2	+6	+2	Tactical Expertise (+4)
9th	+9	+3	+6	+3     Spiked Chain Armor (Su) 
10th 	+10	+3	+7	+3	Cheap Shot	

Combat Reflexes:	The character may now make additional Aoo's as per the feat but the amount of additional Aoo's is his dexterity modifier, or one-half his strength modifier, witchever is higher. This ability counts as the Combat Reflexes feat for qualifying for prestige classes and feats.

Punishing lash: 	If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Greater punishing lash: Same as 'Punishing lash' but the Master of Chains may now take a 5ft step between each swing. If he also kills his second enemy, he may lash at another target. The number of extra attacks is limited to half his strength modifier per round.

Scare: 		A Master of Chains may induce fear into his enemies as per the Fear spell. The DC is equal to 10 + 1/2 his ranks in intimidate + class levels in master of Chains. This ability may be used once per day for every level the character has in Master of Chains.

Tactical Expertise: 	A Master of Chains gains a +2 bonus on his Trip and Disarm checks. This bonus becomes +4 at level 8.

Chain Armor: 		A Master of Chains may use 20 feet of chains to reinforce his current chain-based armor. He gains a +1 AC for each class level in the Master of Chains.

Superior chain Armor(Su): A Master of Chains may use another 20 feet of armor to further strengthen the armor. It now fully consists of chains. He looses the benefit of his already equipped armor, in exchange for the ability to will the armor around him and equip it in 1 round. After equipping this armor the chains keep moving around his body, granting a extra +4 bonus to AC and the Light Fortification effect. This armor has a maximum dex bonus of +2, a -4 armor check penalty, a 20% arcane spell failure, and counts as being light, this armor is enchanteable like any normal armor. This is a supernatural ability

Spiked Chain Armor(Su): The Master of Chains may now use spiked chains as his armor. As a free action, he may draw his weapon from his shifting armor. The Light Fortification effect is replaced by the Moderate Fortification effect. 

Sweeping Strikes (Ex): At 7th level, a Master of Chains gains the ability to make great, sweeping swings with his spiked chain. On each melee attack Master of Chains makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A Master of Chains can use this ability on any attack, even an attack of opportunity or a cleave attempt. 
A Master of Chains cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a Master of Chains drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe. 

Constant vigilance: An opponent who enters into your threatened are must treat your threatened squares as difficult terrain, forcing him to move with caution.

Cheap shot: Any opponent that you threaten who takes any sort of [URL="http://www.d20srd.org/srd/movement.htm"]movement[/URL] provokes an attack of opportunity from you before they leave the threatened area. They are also unable to use the withdraw action to treat the square they start in as no longer threatened by you.


Special thanks to Dendu, for all the great suggestions/fixes/changes!
 
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Still working on that, maybe switch some skills around if they are too powerful at a certain level. It's still under construction so...

On a side note, I have no experience in playing characters above level 12, we've always played new party's that lasted for some months, and then died due to some terrible stupidity of us, the players ;)

*Giant purple wyrm enters the room, what do you do?*
-Mage, I cast a 'worm bites, crits, mage dies-
-Warrior, I charge and attack 'misses-
-Bard, I start singing a song-
-Rogue, I run away but fail my climb check so I can't get out of the dungeon-
-Wyrm : Swallow whole on the warrior -Om nom nom!

And more of these stupid acts ;)
 

Scarce: A Master of Chains may induce fear into his enemies as per the Fear spell. DC is a intimidate check + class levels in master of Chains. This ability may be used 1x per day.
Needs to be used more than once a day to be worth anything.

It also needs to be renamed "Scare".
 

Ah yea, thats right ;) But any suggestiosn of howmany times ? Imho it's already quite powerful( the effect itself), ofcourse it needs to be rolled but a willsafe vs Roll+ intimidate check + classlevels is quite high already no?
 

Given the vast amounts of enemies who are flat out immune to mind affecting spells (Paladins, Binders, undead, oozes, plants, constructs... there's a reason why Enchantment is one of the most frequently dropped schools of magic for specialist wizards) I feel confident in saying that the effect itself is not as powerful as you think and could stand being used more than once per day.

As for the DC, you might want to modify it on the bardic music feat Haunting Melody, where the DC is 10 + 1/2 bard level + Cha mod. Obviously you'll want to base the stat off of something other than Cha since a fighter is likely to have horrible charisma.

Perhaps 10 + 1/2 ranks in Intimidate + Master of Chains class level? At level 10 this would produce a DC of 21 compared to the DC of 19 to 38 (average of 28, assuming Cha of 10) under your current system.
 
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Ok, good to know ;) Never thought about it that way... Somewhere I always wanted to make a Wizard with enchantment specilisation, but can't remember why I never did... Maybe some instinct... ;)

So I guess a 3x/day or 1x/level ish.... Probably more the last one
 

I hope you caught my edited post.

I'd say 1/day/level gives a good amount of uses for what will end up being a weaker and weaker ability as time goes on.
 

Didn't catch your edited post ;)

Think I'll tag along with your DC proposal, looks quite solid and nice, but not too powerful :)

(in somd odd way, I usually dislike charisma.. It's most of the times the dumpstat, but it's so awesome in roleplaying, I want to rattle my chains and induce fear those enemies that dare to encounter my Master of Chains!)
 

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