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General Tabletop Discussion
*Pathfinder & Starfinder
Are fighters that specialize in spiked chain viable/survivable at most/all levels?
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<blockquote data-quote="azhrei_fje" data-source="post: 2545048" data-attributes="member: 12966"><p>Hmm. I saw a show on the Discovery Channel a few months ago that discussed medieval weapons and one of them was a chain with a dagger on one end and a metal loop on the other. The metal loop was so the chain could be attached to the fighter's wrist so that the weapon wouldn't be accidentally dropped. (Tough to explain how, though. The combatant's hand was not inserted into the loop. Instead, the dagger end of the chain was inserted through the metal loop, thus causing a "slipknot" of chain and the wrist was put into that slipknot.)</p><p></p><p>Anyway, it was a difficult weapon to master -- making the extra feat requirement quite appropriate. However, they did *not* depict it as a two-handed weapon. In fact, the two experts who did the demonstration used a short sword in their off-hand (probably like the off-hand weapon that was used with the katana -- the "W" sword -- what was it called?).</p><p></p><p>The chain was a puncturing weapon because the knife on the end could be thrown and yanked back after it hit. And it could be used to bludgeon by swinging the chain. The demonstration in the show was <strong><u>very</u></strong> impressive. Obviously, not as good as a bow to hit opponents who are at a distance, but very deadly up close. I can see a rogue using a spiked chain with sneak attack damage...</p><p></p><p>This leads to some obvious realism points for those DMs interested in limiting the spiked chain: require a second feat to use the spiked chain one-handed (realistic, given the training required, but it would need have a BAB +8 or similar requirement; note that the show described the weapon as being one-handed), and only allow bludgeoning damage when there is room to swing the chain (allies could get in the way as well as opponents).</p><p></p><p>From the player's perspective, you're a lot less likely to find a magical spiked chain in a treasure hoard than a magical sword, so the character will need to find some way to enchant their own weapon. IMC, I allow the use of Sean K. Reynolds' feat called <em>supernatural weaponbond</em>, although even that is pretty low-powered for a typical magic weapon. However, using that feat for adding special abilities and having the party mage (or someone else) add the enchantments would work as well...</p></blockquote><p></p>
[QUOTE="azhrei_fje, post: 2545048, member: 12966"] Hmm. I saw a show on the Discovery Channel a few months ago that discussed medieval weapons and one of them was a chain with a dagger on one end and a metal loop on the other. The metal loop was so the chain could be attached to the fighter's wrist so that the weapon wouldn't be accidentally dropped. (Tough to explain how, though. The combatant's hand was not inserted into the loop. Instead, the dagger end of the chain was inserted through the metal loop, thus causing a "slipknot" of chain and the wrist was put into that slipknot.) Anyway, it was a difficult weapon to master -- making the extra feat requirement quite appropriate. However, they did *not* depict it as a two-handed weapon. In fact, the two experts who did the demonstration used a short sword in their off-hand (probably like the off-hand weapon that was used with the katana -- the "W" sword -- what was it called?). The chain was a puncturing weapon because the knife on the end could be thrown and yanked back after it hit. And it could be used to bludgeon by swinging the chain. The demonstration in the show was [b][u]very[/u][/b] impressive. Obviously, not as good as a bow to hit opponents who are at a distance, but very deadly up close. I can see a rogue using a spiked chain with sneak attack damage... This leads to some obvious realism points for those DMs interested in limiting the spiked chain: require a second feat to use the spiked chain one-handed (realistic, given the training required, but it would need have a BAB +8 or similar requirement; note that the show described the weapon as being one-handed), and only allow bludgeoning damage when there is room to swing the chain (allies could get in the way as well as opponents). From the player's perspective, you're a lot less likely to find a magical spiked chain in a treasure hoard than a magical sword, so the character will need to find some way to enchant their own weapon. IMC, I allow the use of Sean K. Reynolds' feat called [i]supernatural weaponbond[/i], although even that is pretty low-powered for a typical magic weapon. However, using that feat for adding special abilities and having the party mage (or someone else) add the enchantments would work as well... [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Are fighters that specialize in spiked chain viable/survivable at most/all levels?
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