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Modified Master of Chains
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<blockquote data-quote="Kodam" data-source="post: 1214716" data-attributes="member: 13043"><p>Hi!</p><p></p><p>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?</p><p></p><p>No alignment required.</p><p></p><p><em>Chain Climbing </em> (instead of <em>Chain Fighting</em>): When climbing on a chain the MoChs climbing speed is twice as fast and he gets +2 on climb checks.</p><p></p><p>Ist a little less fixed on the guy swinging through a room filled with chains beside the Kython that way...</p><p></p><p><em>Chain Armor</em>: 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.</p><p></p><p>I just like the image... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p><em>Superior Spiked Chain</em>: The SC gets the <em>wounding</em> 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.</p><p></p><p>If ist used up after 5 strikes it won’t even last through one single fight. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p></p><p><em>Swinging Attack</em>: As in S & F but he can swing up to <strong>40</strong> ft. and the foe is not treated as flat-footed. </p><p></p><p>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.</p><p></p><p>Kodam</p></blockquote><p></p>
[QUOTE="Kodam, post: 1214716, member: 13043"] 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. [I]Chain Climbing [/I] (instead of [I]Chain Fighting[/I]): 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... [I]Chain Armor[/I]: 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... :D [I]Superior Spiked Chain[/I]: The SC gets the [I]wounding[/I] 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. :rolleyes: [I]Swinging Attack[/I]: As in S & F but he can swing up to [B]40[/B] 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 [/QUOTE]
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