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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Master of Chains final ability?
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<blockquote data-quote="UltimaGabe" data-source="post: 1406819" data-attributes="member: 16019"><p>Hmm... an idea I had. Let me know what you think.</p><p></p><p>Level</p><p>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.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>So, what do you all think? Too powerful? Not powerful enough? Just right?</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1406819, member: 16019"] 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? [/QUOTE]
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Master of Chains final ability?
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