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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Spiked Chain Rethink
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<blockquote data-quote="Liquidsabre" data-source="post: 1779779" data-attributes="member: 15635"><p>Human</p><p>Fighter 4</p><p>Str 13, Dex 16</p><p>[1] EWP (Spiked Chain)</p><p>[1] Combat Reflexes</p><p>[1] Weapon Finesse</p><p>[2] Power Attack (2:1)</p><p>[3] Combat Expertise</p><p>[4] Improved Trip</p><p></p><p>[6] Weapon Focus</p><p>[6] Weapon Specialization</p><p>[8] Improved Disarm</p><p></p><p>As it is a 4th level character is a very frightening thing, all because of a signle weapon: the spiked chain. It just get's scarier with increase in levels. The spiked chain is the BEST weapon in the game and there is no denying that. Comparing the weapon it is better than all the non-exotics, naturally, but also comparing it to the other exotic weapons it is highly superior as well.</p><p></p><p><u>Spiked Chain Features</u></p><p>2-Handed Weapon (Str Mod x1.5)</p><p>Super-Reach (10ft & 5ft threatens) </p><p>Can Disarm and Trip with weapon</p><p>+2 to Disarm</p><p>Finessable (Weapon Finesse feat)</p><p>Bad crit (20/x2)</p><p></p><p>The super-reach of the spiked chain almost gaurantees at least 1 extra attack per round due to reach and enemies provoking AoO. In order to attack (with out a reach weapon of their own), an opponent must move through a threatened space, provoking an AoO. This brings the spiked chain in line with the benefits of a double-weapon, with the added benefit that the spiked chain wielder needs only spend a standard action for a single attack (as they can make AoO whenever enemies provoke) and have a move action leftover, where the double-weapon users MUST spend a full-round action to get their extra single attack. Also note that multiple AoOs per round can produce many more extra attacks due to the super-reach of the spiked chain, surpassing the Double-Weapons extra attack benefits. Added to this that the spiked chain deals 2d4 (an extra half-point dmg on average than the other exotics) and the benefits of x1.5 Str as well. Not to mention that there's the additional benefit of magic enhancement cost being much cheaper for a spiked chain as opposed to double-weapon needing to enchant BOTH ends of the weapon.</p><p></p><p>As a minor fix to the spiked chain, I was surprised to see that the super-reach of the weapon was it's primary fallacy. As a result disallowing the spiked chain to threaten at BOTH 5ft and 10ft solves alot of problems, instead the weapon threatens at EITHER 5ft or 10ft based on the last attack made.</p><p></p><p>House Rule:</p><p><span style="color: sandybrown">A spiked chain has a 10ft reach but only threatens at either 10ft or 5ft, not both simultaneously. The distance of the last attack made automatically sets the threaten distance for the spiked chain. The wielder may set the distance threatened as a free action.</span></p></blockquote><p></p>
[QUOTE="Liquidsabre, post: 1779779, member: 15635"] Human Fighter 4 Str 13, Dex 16 [1] EWP (Spiked Chain) [1] Combat Reflexes [1] Weapon Finesse [2] Power Attack (2:1) [3] Combat Expertise [4] Improved Trip [6] Weapon Focus [6] Weapon Specialization [8] Improved Disarm As it is a 4th level character is a very frightening thing, all because of a signle weapon: the spiked chain. It just get's scarier with increase in levels. The spiked chain is the BEST weapon in the game and there is no denying that. Comparing the weapon it is better than all the non-exotics, naturally, but also comparing it to the other exotic weapons it is highly superior as well. [U]Spiked Chain Features[/U] 2-Handed Weapon (Str Mod x1.5) Super-Reach (10ft & 5ft threatens) Can Disarm and Trip with weapon +2 to Disarm Finessable (Weapon Finesse feat) Bad crit (20/x2) The super-reach of the spiked chain almost gaurantees at least 1 extra attack per round due to reach and enemies provoking AoO. In order to attack (with out a reach weapon of their own), an opponent must move through a threatened space, provoking an AoO. This brings the spiked chain in line with the benefits of a double-weapon, with the added benefit that the spiked chain wielder needs only spend a standard action for a single attack (as they can make AoO whenever enemies provoke) and have a move action leftover, where the double-weapon users MUST spend a full-round action to get their extra single attack. Also note that multiple AoOs per round can produce many more extra attacks due to the super-reach of the spiked chain, surpassing the Double-Weapons extra attack benefits. Added to this that the spiked chain deals 2d4 (an extra half-point dmg on average than the other exotics) and the benefits of x1.5 Str as well. Not to mention that there's the additional benefit of magic enhancement cost being much cheaper for a spiked chain as opposed to double-weapon needing to enchant BOTH ends of the weapon. As a minor fix to the spiked chain, I was surprised to see that the super-reach of the weapon was it's primary fallacy. As a result disallowing the spiked chain to threaten at BOTH 5ft and 10ft solves alot of problems, instead the weapon threatens at EITHER 5ft or 10ft based on the last attack made. House Rule: [COLOR=sandybrown]A spiked chain has a 10ft reach but only threatens at either 10ft or 5ft, not both simultaneously. The distance of the last attack made automatically sets the threaten distance for the spiked chain. The wielder may set the distance threatened as a free action.[/COLOR] [/QUOTE]
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