Hi!
I’ve tried to modify the Master of Chains from Sword & Fist to make it a bit more „player-friendly“. Do you think the following changes will make the MoCh too powerful?
No alignment required.
Chain Climbing (instead of Chain Fighting): When climbing on a chain the MoChs climbing speed is twice as fast and he gets +2 on climb checks.
Ist a little less fixed on the guy swinging through a room filled with chains beside the Kython that way...
Chain Armor: After adding 20ft. of chain links into his Spiked Chain, the MoCh can wrap it around himself. He gets an Armor-AC Bonus of +5 from it with no max Dex-Mod and an ACP of –2. By twisting the chains around him he still can vary between reach and double weapon. Since the SC is wrapped around him, he gets a +10 circumstance bonus against disarm attempts. But he can’t drop it in reaction to a failed trip attempt. The section in the middle may be enchanted independent from the weapon part which still count as one weapon for this purpose.
I just like the image...
Superior Spiked Chain: The SC gets the wounding quality by modifying the spikes (cost 25 GP). This will get used up by time, depending on the enemies Armor or Nat. Armor AC-Boni (DMs call). The renewal costs 10 GP.
If ist used up after 5 strikes it won’t even last through one single fight.
Swinging Attack: As in S & F but he can swing up to 40 ft. and the foe is not treated as flat-footed.
If there’s a foe in a distance of 10 ft I’d rather make a full attack then. Above its just a better charge; the normal charge-rules apply.
Kodam
I’ve tried to modify the Master of Chains from Sword & Fist to make it a bit more „player-friendly“. Do you think the following changes will make the MoCh too powerful?
No alignment required.
Chain Climbing (instead of Chain Fighting): When climbing on a chain the MoChs climbing speed is twice as fast and he gets +2 on climb checks.
Ist a little less fixed on the guy swinging through a room filled with chains beside the Kython that way...
Chain Armor: After adding 20ft. of chain links into his Spiked Chain, the MoCh can wrap it around himself. He gets an Armor-AC Bonus of +5 from it with no max Dex-Mod and an ACP of –2. By twisting the chains around him he still can vary between reach and double weapon. Since the SC is wrapped around him, he gets a +10 circumstance bonus against disarm attempts. But he can’t drop it in reaction to a failed trip attempt. The section in the middle may be enchanted independent from the weapon part which still count as one weapon for this purpose.
I just like the image...

Superior Spiked Chain: The SC gets the wounding quality by modifying the spikes (cost 25 GP). This will get used up by time, depending on the enemies Armor or Nat. Armor AC-Boni (DMs call). The renewal costs 10 GP.
If ist used up after 5 strikes it won’t even last through one single fight.

Swinging Attack: As in S & F but he can swing up to 40 ft. and the foe is not treated as flat-footed.
If there’s a foe in a distance of 10 ft I’d rather make a full attack then. Above its just a better charge; the normal charge-rules apply.
Kodam