Master of Chains final ability?

UltimaGabe

First Post
Hey, everyone. I recently acquired the Leadership feat for my Lawful Neutral Cleric, after an adventure where everyone in the party died at least once. He decided he needed a bodyguard, so I made his cohort a Lawful Neutral Fighter. I thought about it for a while, and I decided to make him a Spiked Chain user- and, better yet, I decided to give him the Master of Chains prestige class from Sword & Fist. But, as I started making the character up and giving him his abilities, I looked at the PrC, and I decided it needed a lot of work for it to A- make sense, and B- be 3.5 compatible. I brought it up to my DM (who's been playing the game for longer than I've been alive), and we decided to work it out. Here's how the class normally progresses, and what we did with it:

Level
1- Scare (Use the Fear spell as a Supernatural ability 1/day). We decided this wasn't all that great, so we switched it out for the Chain Armor ability normally gotten at level 5.

2- Climb Fighting (No loss of Dex bonus while climbing a rope or chain, and ou can use chains to give you a +2 Dodge bonus while climbing.) This seemed fine, and we kept it.

3- Superior Weapon Focus (Additional +1 to attack rolls, stacks with Weapon Focus). This was fine. He got it about the same level you can get Greater Weapon Focus, so that was fine.

4- Chain Bind (by taking a full-round action, you can use a chain and a lock to bind the target, as if attacking with a net, but the DC to break is 30, and to escape is 25). This seemed fine.

5- Chain Armor (by wrapping yourself in chains, you can provide yourself with a +5 Armor bonus to AC, with a -2 Armor Check Penalty, no max Dex bonus, and a 30% Arcane spell failure), and Double Chain (you can use a spiked chain as a double weapon rather than a reach weapon). The Double Chain ability is fine, but we put the Chain Armor ability at 1st level instead, and at this level you get Improved Chain Armor- it's the same thing, but it has no Armor Check Penalty. I'm gonna talk to my DM about possibly making it a bit better.

6- Extra Lash (when taking a Full Attack, you deal +1d6 extra damage with a spiked chain, as you're hitting the target with extra slack in the chain), Deflect attacks (by taking a move-equivalent action, you can provide yourself with a +4 deflection bonus to AC for 1 round against a chosen 180-degree arc). The Extra Lash ability is good, but the Deflect Attacks ability reminded me too much of the 3e Shield- so I decided to change it similarly. In 3e, Shield gave you a +8 bonus against a 180-degree arc- and in 3.5, it only gives you a +4, but it applies to all directions. My idea was to make this Deflect Attacks ability apply to all directions, but make it a +2 bonus instead- but my DM said to go ahead and keep it at +4, since you still have to use a move-equivalent action to keep it up.

7- Superior Weapon Specialization (you gain a +2 bonus to damage rolls with a Spiked Chain, stacking with Weapon Specialization). This is also fine, and you can get it at the same level as you'd normally get Improved Weapon Specialization.

8- Superior Spiked Chain (by paying 25 gp, you can have your spiked chain modified so that it leaves cruel barbs in opponents after it strikes, causing them to bleed for 1 point of damage per round until they are magically healed or bandaged normally. This adjustment lasts 5 attacks, after which it must be re-adjusted for 10 gp. This only functions in the hands of an 8th-level Master of Chains, regardless of how it is modified. In anyone else's hands it is simply a normal spiked chain.). We thought about this one, and decided two things- 1. It shouldn't be something you constantly have to have re-done, it should just be a permanent thing, and 2. we decided that it doesn't need to be physically modified at all- whenever an 8th-level Master of Chains picks up a spiked chain, it simply sprouts wicked barbs that cause bleeding wounds. I think that's a much simpler and logical improvement.

9- Swinging Attack (As a full-round action, by wrapping the end of his chain around an overhead object- something that can support his weight- he can swing at any opponent within 10 feet. That opponent is treated as flat-footed, and the Master of Chains gainsa +2 bonus on the attack roll and +3d6 damage on this single attack). I'm not quite sure what we're gonna do with this one. Although it's a neat ability, and could definitely be useful, it just doesn't quite seem like it fits the class or power level (after all, by 9th level of the Prestige Class, you'd think he'd gain the ability to do all sorts of weird stuff with a chain, not simply swing on a chandelier or something). Any suggestions?

10- Chain Master (a 10th-level Master of Chains can animate a chain of up to 50 feet for 10 rounds, three times a day, plus once per point of charisma bonus. This is identical to the Animate Rope spell, but with a chain instead). Again, I'm not quite sure what to do with this one. Again, it's a neat ability, but doesn't sound like a good ability to a 15th-level character to be getting, considering all you can do is animate a chain and make it move for you. (I've looked at the spell, and if you could somehow make the chains attack for you, I'd be fine with it- but as it follows the spell, all you can do is make it knot up so you can climb it or something.) But by 15th-level (the minimum level to be a 10th-level Master of Chains), gaining something that could easily be duplicated (and then some) by a 3rd-level spell, I just don't think it's good at all. So unless there were huge changes made to the animated chain's abilities, this ability is good as useless. My DM said possibly allowing a Master of Chains to gain an extra 5 feet of reach while using a Spiked Chain- which is a decent idea, for now- but I just think there could be something better.

Any suggestions?
 

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Here are a few

My personal take would be to change even more things with it. Just off the top of my head the extra reach is nice, but I would add things like:

Additional +2 to disarm or trip or sunder that is gained at levels 3, 6, and 9 (or something).

10th Level, I would say something like "the chains seem to grow a mind of their own" and the 10th level chain fighter gains and extra attack at his/her full bonus and/or gains extra attacks of opportunity.

Or maybe the chains grant an extra-sensory perception, and the chain user cannot be flanked and/or sense invisible attacks and/or +2 insight bonus to AC and/or immunity to sneak attacks.

Those are just some off the top of my head.

Hopefully you get something fun and creative.

Let us know.

- Kent -
 

Ever seen Kung Pow: Enter the Fist? You could give him the ability to stand at the top of a waterfall and sing, "Swinging the chain, swinging the chain..."

Maybe even more reach would be nice, or have the chain bind the opponent whenever you confirm a threat, or have the "freedom of movement" effect if you're ever bound with chains...

Just a few ideas...
 

kpdezend said:
My personal take would be to change even more things with it. Just off the top of my head the extra reach is nice, but I would add things like:

Additional +2 to disarm or trip or sunder that is gained at levels 3, 6, and 9 (or something).

10th Level, I would say something like "the chains seem to grow a mind of their own" and the 10th level chain fighter gains and extra attack at his/her full bonus and/or gains extra attacks of opportunity.

Or maybe the chains grant an extra-sensory perception, and the chain user cannot be flanked and/or sense invisible attacks and/or +2 insight bonus to AC and/or immunity to sneak attacks.

Those are just some off the top of my head.

Hopefully you get something fun and creative.

Let us know.

- Kent -

Hmm... that sounds like a neat idea. I'll mention it to my DM next time I see him.
 

For the 10th lvl ability, mabye something similar to Kytons?


From SRD:

Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.
 

Hmm... an idea I had. Let me know what you think.

Level
1- Chain Armor- The Master of Chains learns to manipulate chains in a certain way to provide himself with protection. Over the course of his training, he learned to use the chains more and more effectively- at 1st level, by wrapping himself in chains (taking the same amount of time as donning a Breastplate, due to the delicate and precise placements of the chains) he can give himself a +1 Armor bonus to AC, with no Armor Check Penalty, no Maximum Dexterity Bonus, and a 30% Arcane Spell Failure. At each level, the Armor Bonus granted increases by 1 each level of the Prestige Class, to a maximum of +10 at 10th level. At 3rd, 6th, and 9th level, it takes 1 minute less to don the armor normally, and at 10th level, the Master of Chains can don his chain armor as a Standard Action. This is partially because of his Dancing Chains ability (see below). Chain Armor is an Extraordinary ability, showing the Master of Chains' focus in using a chain to its greatest extent.

This was just an idea. If I do decide to implement it, would it be balanced to let them enchant the chains as armor? I was assuming they would be un-enchantable- at least, in regards to Armor Bonuses. One idea is to allow them to have special qualities, but anything that requires a +# cannot exceed a total effective +5.

This, of course, negates the Improved Chain Armor ability at level 5, leaving only the Double Chain ability at that level. Anywho, here's my other ideas:

9- Supernatural Chain Use- At 9th level, a Master of Chains becomes more in-tune with the abilities of a spiked chain, allowing him to use them in ways they normally could not be used. He gains a +2 bonus on Trip and Disarm attempts. Furthermore, whenever he wields a Spiked Chain, he is granted an extra 5 feet of reach, regardless of how long the chain actually is. This is a Supernatural ability.

10- Dancing Chains- A 10th-level Master of Chains has mastered the art of using chains as an extension of himself, regardless of whether he is actually wielding the chain or not. As a standard action 3x/day +1 per point of Charisma bonus, a Master of Chains can animate up to four chains within 20 feet, making the chains dance or move as he wishes for up to 10 rounds. In addition, a Master of Chains can cause them to sprout razor-edged barbs. These chains attack as effectively as the Master of Chains itself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 20 + the Master of Chains' Charisma score) to break the Master of Chains' power over that chain. If the save is successful, the Master of Chains cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.

Although he can use this powerful ability a limited number of times per day, he is able to manipulate his own chains (chains in his possession) slightly better than usual at will. He is able to draw a Spiked Chain as a free action, and it only takes him a Standard Action to don his Chain Armor.

So, what do you all think? Too powerful? Not powerful enough? Just right?
 
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