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PrC Chainwhirler
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<blockquote data-quote="CRGreathouse" data-source="post: 40264" data-attributes="member: 474"><p>OK, here's my "revision." I don't understand chain lurge, but I left it in, assuming it's not overly powerful. I'm not particularly concerned about the chain storm ability (it looks better on paper then in practice), but I'd wach out for the dance of chains - I raised the DC, but it's close to auto-success. Before I can say mcuh more about this class, I'd have to playtest it.</p><p></p><p>Chainwhirler Prestige Class </p><p>HD:d8 </p><p></p><p>Prerequisites: </p><p>Feats: Dodge, Mobility, Expertise, Spring Attack, Combat Reflexes, Weapon Prof. (any chain), Lightning Reflexes</p><p>Perform: 3 ranks (one of them Dancing)</p><p>Tumble: 5 ranks</p><p>Use Rope: 5 ranks</p><p></p><p>The chainwhirler class skills and their key abilities are: Jump (Str), Climb (Str), Tumble (Dex), Perform (Cha), Escape Artist (Dex), Use Rope (Dex). </p><p></p><p>Skill Points per level: 2 + Int Modifier </p><p></p><p>Saves: As rogue</p><p>BAB: As fighter</p><p></p><p>Level Class Abilities </p><p>1 Bound Mastery</p><p>2 Hard Fall</p><p>3 Double Chain </p><p>4 Fight the Crowd </p><p>5 Stunning Dragon Fall</p><p>6 Chain Storm </p><p>7 Chain Lurge </p><p>8 Mountain Stand</p><p>9 Dance of Chains </p><p>10 Master the Bound Dragon </p><p></p><p>Class Abilities: </p><p>Weapon and Armor Prof: A Chainwhirler doesn't get any new armor proficiency, but becomes proficient with all chains: spiked chain, chain, kusari-gama.</p><p></p><p>Bound Mastery (Ex): You get a bonus to all Trip and Disarm rolls you make with a chain, either as part of your attack or as response to failed attempts. This bonus is equal to one-third of your Chainwhirler class level rounded up.</p><p></p><p>Hard Fall (Ex): If you trip successfully an opponent with a chain and do not make a followup attack (as from Improved Trip), you deal an amount of subdual damage equal to the minimum damage roll for your weapon to the tripped foe.</p><p></p><p>Double Chain (Ex): You can use your chain weapon as a double weapon but with no reach. You are considered to have the feats Ambidexterity and Two Weapon Fighting while using the chain as a double weapon and having light or no armor. You can switch from 10' reach weapon to double weapon as a free action once per round. </p><p></p><p>Fight the Crowd (Ex): Due to intensive training, you are more effective when fighting large groups of opponents. You add half your Chainwhirler class level to the number of attacks of opportunity you can make per round. This is stackable with the Combat Reflexes feat. </p><p></p><p>Stunning Dragon Fall (Ex): If you use the Hard Fall ability, your opponent must succeed at a Fortitude save with DC 10 + amount of subdual damage dealt or be stunned for 1 round. You can use this ability a number of times per day equal to your Chainwhirler class level.</p><p></p><p>Chain Storm (Ex): If you make a Whirlwind Attack, you have the option to do so with a reach of 10' instead of the usual 5'. If you chose so, you have a -5 penalty to all the attack rolls and get to add only your Strength modifier to the damage rolls instead of the usual Strength modifier x1.5 for a two handed weapon.</p><p></p><p>Chain Lurge (Ex): By extending your body and lurging forward whirling chains, you can make a full attack action as if you were standing in an adjacent square (as if you had moved 5' but without moving at all). This provokes Attacks of Opportunity from opponents who threaten your original square and those that threaten the square you lurge into. You get to move a 5' adjustment as normal for a full attack after or before the Chain Lurge.</p><p></p><p>Mountain Stand (Ex): You are no longer subject to trip attempts from your opponent when you fail to trip them with a chain.</p><p></p><p>Dance of Chains (Ex): As Deflect Arrows, but usable only when you wield a chain and against DC 25 instead of DC 20; you may add any magical enhancements from your chain to the Reflex save. </p><p></p><p>Master the Bound Dragon (Ex): If you trip successfully an opponent of one size category greater than you or smaller with a chain and do not make a followup attack (as from Improved Trip), you can select the square upon which he falls prone. To do this, you must beat your opponent on a second opposed trip roll. You can select any square adjacent to that which your foe is when tripped.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 40264, member: 474"] OK, here's my "revision." I don't understand chain lurge, but I left it in, assuming it's not overly powerful. I'm not particularly concerned about the chain storm ability (it looks better on paper then in practice), but I'd wach out for the dance of chains - I raised the DC, but it's close to auto-success. Before I can say mcuh more about this class, I'd have to playtest it. Chainwhirler Prestige Class HD:d8 Prerequisites: Feats: Dodge, Mobility, Expertise, Spring Attack, Combat Reflexes, Weapon Prof. (any chain), Lightning Reflexes Perform: 3 ranks (one of them Dancing) Tumble: 5 ranks Use Rope: 5 ranks The chainwhirler class skills and their key abilities are: Jump (Str), Climb (Str), Tumble (Dex), Perform (Cha), Escape Artist (Dex), Use Rope (Dex). Skill Points per level: 2 + Int Modifier Saves: As rogue BAB: As fighter Level Class Abilities 1 Bound Mastery 2 Hard Fall 3 Double Chain 4 Fight the Crowd 5 Stunning Dragon Fall 6 Chain Storm 7 Chain Lurge 8 Mountain Stand 9 Dance of Chains 10 Master the Bound Dragon Class Abilities: Weapon and Armor Prof: A Chainwhirler doesn't get any new armor proficiency, but becomes proficient with all chains: spiked chain, chain, kusari-gama. Bound Mastery (Ex): You get a bonus to all Trip and Disarm rolls you make with a chain, either as part of your attack or as response to failed attempts. This bonus is equal to one-third of your Chainwhirler class level rounded up. Hard Fall (Ex): If you trip successfully an opponent with a chain and do not make a followup attack (as from Improved Trip), you deal an amount of subdual damage equal to the minimum damage roll for your weapon to the tripped foe. Double Chain (Ex): You can use your chain weapon as a double weapon but with no reach. You are considered to have the feats Ambidexterity and Two Weapon Fighting while using the chain as a double weapon and having light or no armor. You can switch from 10' reach weapon to double weapon as a free action once per round. Fight the Crowd (Ex): Due to intensive training, you are more effective when fighting large groups of opponents. You add half your Chainwhirler class level to the number of attacks of opportunity you can make per round. This is stackable with the Combat Reflexes feat. Stunning Dragon Fall (Ex): If you use the Hard Fall ability, your opponent must succeed at a Fortitude save with DC 10 + amount of subdual damage dealt or be stunned for 1 round. You can use this ability a number of times per day equal to your Chainwhirler class level. Chain Storm (Ex): If you make a Whirlwind Attack, you have the option to do so with a reach of 10' instead of the usual 5'. If you chose so, you have a -5 penalty to all the attack rolls and get to add only your Strength modifier to the damage rolls instead of the usual Strength modifier x1.5 for a two handed weapon. Chain Lurge (Ex): By extending your body and lurging forward whirling chains, you can make a full attack action as if you were standing in an adjacent square (as if you had moved 5' but without moving at all). This provokes Attacks of Opportunity from opponents who threaten your original square and those that threaten the square you lurge into. You get to move a 5' adjustment as normal for a full attack after or before the Chain Lurge. Mountain Stand (Ex): You are no longer subject to trip attempts from your opponent when you fail to trip them with a chain. Dance of Chains (Ex): As Deflect Arrows, but usable only when you wield a chain and against DC 25 instead of DC 20; you may add any magical enhancements from your chain to the Reflex save. Master the Bound Dragon (Ex): If you trip successfully an opponent of one size category greater than you or smaller with a chain and do not make a followup attack (as from Improved Trip), you can select the square upon which he falls prone. To do this, you must beat your opponent on a second opposed trip roll. You can select any square adjacent to that which your foe is when tripped. [/QUOTE]
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