Are fighters that specialize in spiked chain viable/survivable at most/all levels?

I had a 3.0 Psychic Warrior built around the spiked chain/Stand still combo. Since I was about the only melee character in the party the intention was that everyone would stand behind me and we would all back up 5 feet every round so that I could keep all the baddies off the party. Sounds potent, right? It never worked. That party simply would NOT coordinate tactics. He eventually died because the cleric stepped into the one place he could retreat to when facing 4 girallons. Ouch.

So it is a good weapon but it not only requires multiple feats and stats, but also the cooperation of the rest of your group. Good luck. :uhoh:
 

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Elder-Basilisk said:
Spiked chain only has damage issues at low levels or for characters who would have damage issues no matter what weapon they wielded. By mid to high levels, a character shouldn't be getting more than maybe 30%-10% (the latter by 16-17th level) of his damage from the base weapon dice anyway.

At higher levels the limited critical threat range and low critical damage multiplier will seriously hamper the character's ability to deal damage. The low base damage dice just compound the problem at that point.
 

I have done it effectively but it does have its draw backs.

the main two are it is feat intensive and lacks serious damage dealing.

Another sometimes problem is the stats needed to make it work.

Feats you need, somewhat in order of importance.

The exotic weapon of course
Combat reflexes
Power attack
combat Expertise
Improved trip
improved disarm

eventual hold the line is useful as well.

Try designing a Goliath (races of stone) spiked chain fighter. Works out fairly nasty. Remember you don't need to have imp trip right off to trip spiked chain is a trip weapon. Don't worry about finessing it it is better to have a high strength and go for the two handed damage bonuses which you need to make up for the weak damage out put.

A goliath at 4th level having the above feats (equal to a 5th level character) can do some serious damage with this using a large spiked chain 2d6 + strength and a trip at Str bonus +8 and a disarm bonus of +12 (+4 2 handed weapon +4 size +4 disarm, imp) to his normal attack.

Take a -4 for power attack on an improved trip knock them down and then follow up with that +8 to damage at a normal chance to hit (Due to the -4 to ac for prone).

Spiked chain should be used as an area control weapon.

At 6th level get focus and specialized then maybe head for mage slayer as a feat and or exotic weapon master for the flurry of blows (extra attack at -2 that still allows for it being a 2 handed weapon so all the bones power attack damage and such applies) and the bonus trip ability for +2 more to trip. not much but every bit counts.

just need one friendly mage of a magic item for enlarge self and go hog wild.

later
 

SC is a broken, broken weapon if used by malignant munchkins... for example.... a DM in my flgs needed a counter party to 'teach' some younger players about teamwork. our party of 4th level 28pt build characters with 3rd level equipment would be going against some dice rolled 5th level characters with dungeon equipment. We munchkined the heck out of the 4th level chars

Party as follows
Human Fgt4-Spiked Chain (annointed with oil of Magic weapon +5 [ only magic item]) standard feats
Human Fgt4-Flaming Mighty Comp Bow...Bow feats
Dwarf Fgt4-AC Tank w/ Tower shield
Human Psi4-Maker of astral construct
Elf Wiz4

Yes..not a very balanced party, but it showed me and the dm several things...one that the chain can be abused. Enlarged or large size chain fighters are very deadly with the correct build of feats( improved trip/combat refex). In the battle the chain fighter and the dwarven tower sheild very effectively prevented access to the archer and the mages. The opposing party which was poor in missile weapon but rich in close-combat types [ pal6, bar5, psiwar5, clr6, pal5, mnk6] was quickly (i.e. 4 rounds) defeated (it ended up being a dream sequence for their party) by a flurry of hits from the chain weilder.

Chain Status IMHO: BROKEN
 


Storm Raven, i'm fairly new here...however, it appears you have a snarky, slightly cynical and negative...perhaps aggressive, borderline hostile attitude when other's opinions differ slightly and their aim is not to attack or antagonize you in the first place. Some advice, just relax a bit :D
 



Storm Raven said:
Yeah, it wasn't the ridiculous one-shot magic item chosen to be used solely for this encounter that was the problem. It was the spiked chain. Right.


The opp. party could have (slim chance though) dispeled the enchantment...remember the purpose was to show team work....

even with out the oil the chain would have been devestating...
 

Oates said:
The opp. party could have (slim chance though) dispeled the enchantment...remember the purpose was to show team work....

even with out the oil the chain would have been devestating...

Not so much.

Losing +5 to hit, and +5 to damage (especially when your base damage is 2-8, upping that to 7-13 is a big deal), is a significant power loss. Without that, the spiked chain wielder would have hit far less often. And it was the combination of the tower whield, the chain, and the ranged attacks that appears to have been the killer, not the chain by itself. Surprisingly, a group of highly unrealistic characters equipped in a manner intended to maximize the damage wrought in a single encounter did really well. That's quite a revelation there.

Of course, you could have accomplished almost exactly the same effect with a guisarme. Is the gusiarme broken?

I think the spiked chain was the least of the issues.
 

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