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Modified Master of Chains
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<blockquote data-quote="Shallown" data-source="post: 1217692" data-attributes="member: 1368"><p>I like the Chain Climbing though as an alternative you could allow them to just take 10 (even during situations you normally can't) and move normally when climbing That should make it still useful and have the same effect. </p><p></p><p>I like the chain armor including the disarm/dropping rule. I think I would lean to this being a whole new weapon or something so that you could define it completely with a new cost and all. Allowing the center part to be enchanted as armor.</p><p></p><p>Also I don't remember if master of chains gave you two weapon fighting but I always thought it was visually and mechanics wise cool to allow a spiked chain person to use the weapon like a quarter staff and lose reach.</p><p></p><p>I didn't much care for the superior spiked chain. Giving a magic ability for free is okay but making it use the mechanics is does is a pain. Perhaps a Master of chains can use a spiked chain as a wounding weapon for certain number of times a day or something like that. Once again modifiying seems like you should just make a new weapon that has different stats like more damage. Seems sort of clumsy in a way to me.</p><p></p><p>I like the swinging attack. Though I would allow the target to be flat footed if the Master was not previously detected sort of like a rogue can use Hide/silent if he can get to the target without detection (I think they have to be within 10 feet of cover to do it)</p><p></p><p>To be quite honest I didn't care for the master of chains to start with. I don't like the supernatural component to it with the scare chains and later animate ability. </p><p></p><p>Somewhere on the board is my Black Chains which is a spiked chain fighter/rogue class I created. I'll slap it up when I get home and maybe you can steal some ideas from it to use.</p><p></p><p>Hopefully I have been helpful. I'll take another look when I have master of chains in hand to compare.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1217692, member: 1368"] I like the Chain Climbing though as an alternative you could allow them to just take 10 (even during situations you normally can't) and move normally when climbing That should make it still useful and have the same effect. I like the chain armor including the disarm/dropping rule. I think I would lean to this being a whole new weapon or something so that you could define it completely with a new cost and all. Allowing the center part to be enchanted as armor. Also I don't remember if master of chains gave you two weapon fighting but I always thought it was visually and mechanics wise cool to allow a spiked chain person to use the weapon like a quarter staff and lose reach. I didn't much care for the superior spiked chain. Giving a magic ability for free is okay but making it use the mechanics is does is a pain. Perhaps a Master of chains can use a spiked chain as a wounding weapon for certain number of times a day or something like that. Once again modifiying seems like you should just make a new weapon that has different stats like more damage. Seems sort of clumsy in a way to me. I like the swinging attack. Though I would allow the target to be flat footed if the Master was not previously detected sort of like a rogue can use Hide/silent if he can get to the target without detection (I think they have to be within 10 feet of cover to do it) To be quite honest I didn't care for the master of chains to start with. I don't like the supernatural component to it with the scare chains and later animate ability. Somewhere on the board is my Black Chains which is a spiked chain fighter/rogue class I created. I'll slap it up when I get home and maybe you can steal some ideas from it to use. Hopefully I have been helpful. I'll take another look when I have master of chains in hand to compare. Later [/QUOTE]
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