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Maxus
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### [Book of Gears PrC] Master of Chains

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Post by Maxus » Thu Aug 27, 2009 3:05 am

I had some freetime and vague memories knocking around my head.
Master of Chains
Clinkity-SPLORTCH
There aren't many weapons more charismatic than the spiked chain. It can be used to grab and trip from a distance, it gives the wielder reach without leaving him vulnerable to an opponent who gets in close, and it looks creepy and grim and some people are attracted to that sort of thing. Some of those people gain enough affinity and proficiency with the chains that their talents with this wondrous weapon become literally supernatural. And, by the end, they are able to use chains in ways that even kytons, the chain devils themselves, haven't thought of.
Requirements:
BAB: +5
Feats: Combat School (with Spiked Chain as a school-appropriate weapon), Juggernaut or Weapon Finesse or Whirlwind Attack
HD: d10
Saves: Good Fort and Reflex
Skill points: 4+Int
Level Ability
1 Chain Armor, Chain Fighting
2 Ripping Chain +1d6
3 Chain Grab, Improved Chain Fighting
4 Ripping Chain +2d6
5 Dancing Chains, Master of Chains
Skills: Pretty much the same as a Fighter.
Chain Armor (Ex): The Master of Chains may wear a spiked chain a size larger than he can wield if he's inclined to. This acts as Light Armor with an AC of +5, Max Dex of +6, and ASP of -2. This armor counts as spiked armor to anyone except for the Master in a grapple. As an added bonus, you may have it enhanced with properties for added benefits when fighting someone who gets close to you, with properties for either weapons or armors. As a bonus, Kytons may not use any of Master's chains for Dancing Chains, even if the Master is not wearing Chain Armor.
Chain Fighting (Ex): The Master is better at fighting with his chosen weapon than the norm, and gets fancier tricks with spiked chains. He may:
-Use a single spiked chain for Two-Weapon Fighting. Halve the reach (round up)
-Add 5 feet onto the chain to increase its reach--and do so in a fashion which leaves him able to use it and all the properties in place. This usually takes a day.
-He gets 1/4 his character level as an enhancement bonus to attack and damage with spiked chains. This is not magical, but does not stack with an actual magical enhancement.
-When he uses a spiked chain, he does slashing as well as piercing damage.
Ripping Chain (Ex): At levels 2 and 4, the Master of Chains gains an increase in the damage he does with his chains. This damage is multiplied along with a critical hit. Merry Christmas.
Chain Grab (Ex): At level 3, Master of Chains may use a Spiked Chain to grapple someone.
SRD Rules: The Master of Chains can attempt a grapple with a spiked chain. The grapple checks and DCs are figured normally, but the opponent can't actually attack the Master unless it is within range to do so. Each round the grapple is maintained, the opponent takes damage as if hit with the Spiked Chain.
Races of War rules: The Master can attempt any of the three Grapple maneuvers, with a few minor differences:
-When he Grabs On to an opponent, he doesn't move into their square unless he's close enough to do so, and instead moves a square closer. If the opponent attempts to move Each round he holds on, he inflicts the damage from his Chain, as normal. Also, the opponent is considered Lifted (for the purpose of a Coup de Grace).
-Yes, you can attempt to Hold Down/pin. And the target takes weapon damage each round they continue to be pinned.
-Lift is the same as Grab on, here. Each party's weight counts against the other's carrying capacity, but the Master of Chains can Coup de Grace to break the lock.
Improved Chain Fighting (Ex): At level 3, the Master of Chains mastery of his favorite weapon improves, and he gains the following:
- +1/4 his character level to Disarm and Trip maneuvers.
-The Hurl Opponent Feat, and he may use a chain to do this.
-Using a spiked chain to help him climb gains him a climb speed of 30 feet. He retains his dexterity while climbing this way. He may also swing from things within reach, gaining a fly speed of 30 feet (poor).
Dancing Chains (Su):
A Master of Chains' most awesome attack is his ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes, gained at level 5. In addition, the Master can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Master himself. If a chain is in another creature’s possession, the creature can attempt a DC 10 + 1/2 Character level + Charisma modifiersave to break the Master’s power over that chain. If the save is successful, the Master cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.
A Master of Chains can climb chains it controls at its normal speed without making Climb checks.
He may use the extra chains to perform combat maneuvers such as charge and trip and disarm
He can also animate the extended chains to do other things, such as manipulate objects - he could pick up a cup and bring it to his hand with a chain for instance, and grab onto something.
Master of Chains (Ex): By now the Master of Chains has truly earned the title. He gains the following:
- His reach with a chain increases by 5', whether or not he's modified a chain to be longer (if so, it stacks)
- He gains Foe Wielder, and may use this feat in conjunction with Chain Grab to sling a foe around. The captured foeman takes Chain damage every round he's used like this, in addition to whatever he takes from being used to hit people or things. Of course, if said foeman dies, there's no reason you can't continue to use him, apart from that 'Respect the dead' business.
-He may use a full-sized Spiked Chain in each hand for Two-weapon Fighting.
Hurl Opponent [Combat]
You enjoy picking enemies up and throwing them places.
Benefit: As a Standard Action that does not provoke, you may grab an enemy with a Melee Touch Attack. You may then make an opposed Trip attack using Str or Dex (your choice - your opponent has to use the same stat), and you get a +4 bonus. If you fail, the opponent cannot try to trip you. If you succeed, you throw the foe 10' away, +5' for every 5 you beat them by, and they land prone and take 1d6 + any falling damage they would normally take. You cannot throw them into occupied squares.
+1 BAB: Now you CAN throw the target into occupied squares. They take no damage, however the thrown target now has to make a trip attack against the person in the square. If they pass, both fall prone in the same square. If they fail, they merely bounce off and land prone next to them.
+6: your bonus improves to +8, and the damage for being hurled improves to 6d6 + any falling damage they would suffer. Now, if thrown into another person, both take half damage.
+11: you can launch people as if you were a ballista. They travel for the full distance or until they slam into something really solid. Anyone in the path must make a Ref save (DC 10 + half your HD + your Str modifier, +2 for every size category the thrown target is above Medium) or take 4d6+Str bludgeoning damage and also fall prone.
+16: you may, as a Full Round Action, make a Move Action and attempt to throw everyone you are able to grab hold of during the move (limited by your attacks by BAB). Also, your bonus improves to +12.
Foe Wielder [Combat]
You like to club people. With other people.
Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.
BAB:
+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.
+6 Any foe struck by a creature you wield must succeed at a Balance check opposed by your attack roll, or fall prone. You may also throw living creatures, with a ten foot range increment. They land prone and both them and the target take an additional 1d6 damage.
+11 Whether the wielded creature wishes to or not, you may force them to make a full attack against one target you strike with them, once per round. They use Expertise and Power Attack the same amount that you do. When thrown, they automatically make a bullrush attempt, attacking everyone in the path, but still fall prone nonetheless.
+16 You may throw the creature to hit an area in a splash attack - designate a number of squares equal to their space, all foes in the area must make a Reflex save with a DC equal to your attack roll, or be hit. Additionally, when you hit someone in melee with another creature who has at least two hands (or other grappling limbs) free, you may force them to grab their target, adding even more to your reach. You may continue this indefinitely, up to your normal weight limit, and may disarm all except the first by making a line attack (equal to their combined height). This line attack deals their combined hit dice in d6 of damage, and is negated by a Ref save (DC equals your attack roll).
Edit: Thanks to Koumei for writing the awesome feats.
Last edited by Maxus on Sat Apr 02, 2011 9:21 pm, edited 22 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules » Thu Aug 27, 2009 3:39 am

This looks nice, but two abilities could use minor rewording
Chain Armor: The last sentence, "As a bonus, Kytons may not use any of his chains for Dancing Chains.", doesn't make it clear enough whether or not this only applies when you are wearing chain armor. It would also feel a bit less awkward if you replaced "his" with something like "the Master's" so as to avoid a bit of initial confusion in the reader.
Chain Fighting: For the "Use a single spiked chain for Two-Weapon Fighting. Halve the reach. ", I'd prefer if you specified whether to round up or down.
I haven't looked over the feats in very much detail, but this class certainly feels very much like what I'd expect a chain specialist to be.
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Maxus
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Post by Maxus » Thu Aug 27, 2009 3:51 am

> Avoraciopoctules wrote:This looks nice, but two abilities could use minor rewording
> Chain Armor: The last sentence, "As a bonus, Kytons may not use any of his chains for Dancing Chains.", doesn't make it clear enough whether or not this only applies when you are wearing chain armor. It would also feel a bit less awkward if you replaced "his" with something like "the Master's" so as to avoid a bit of initial confusion in the reader.
> Chain Fighting: For the "Use a single spiked chain for Two-Weapon Fighting. Halve the reach. ", I'd prefer if you specified whether to round up or down.
> I haven't looked over the feats in very much detail, but this class certainly feels very much like what I'd expect a chain specialist to be.

Thanks for catching that.
I clarified his/the Master's on Chain Armor. Yes, the ability works even if you're not wearing a spiked chain.
Flipped a coin over the Chain TWF'ing. Came up heads, so it rounds up.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Maxus
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Post by Maxus » Thu Aug 27, 2009 7:16 pm

Tweaked a couple of things, spaced out the descriptions of a couple of features.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Maxus
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Post by Maxus » Fri Aug 28, 2009 3:23 pm

Okay, I've been doing some thinking about this, and looking at the Races of War feats.
As near as I can tell, the MoC synergizes really well with the Subtle Cut feat. All the bonus damage he can rack up (Ripping Chains, Subtle Cut, weapon enhancement, Combat School, appropriate ability modifier, Blitz) means that some of the Subtle Cut 1 will let him peel down an enemy's speed in a hurry.
Aside from the obvious of Whirlwind Attack and Hordebreaker and maybe Blitz, Elusive Target 11: Diverting Defense would gain some extra wickedness, considering the MoC eventually gets quite a reach (eventually threatens out to 20').
Combat Looting and Juggernaut give a boost to some combat maneuvers the spiked chain gets bonuses for anyway. So tripping probably goes off the RNG here, what with the +2 from the Spiked Chain, the +4 from Juggernaut, the (eventual) +12 from Hurl Opponent, and the +1/4 level from Improved Chain Fighting. Now that I look at that, I'm not sure about that. I might drop the maneuver bonus.
Also, pretty sure Weapon Finesse would be eventually pretty awesome. But trying to max Dex and its benefits (Extra AoO's from Hordebreaker, for example) from early on means his damage is lagging at first (Dexterity to damage doesn't kick in until level 11. You could finish this class at level 10).
Edit: Went ahead and put in the text of the Dancing Chains ability. Figured I wouldn't make someone flip back and forth.
Last edited by Maxus on Fri Aug 28, 2009 5:49 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Meikle641
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Post by Meikle641 » Sat Aug 29, 2009 1:53 am

Seems to me your class can make a fair impression of Doctor Octonapus (BLAH), well Doc Oc anyway.
Y'know, if the damage for spiked chains was slashing (yeah, not spiked then), this'd make a pretty mean build for a Kratos knockoff or something. Or something.
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Maxus
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Post by Maxus » Sat Aug 29, 2009 1:57 am

> Meikle641 wrote:Seems to me your class can make a fair impression of Doctor Octonapus (BLAH), well Doc Oc anyway.
> Y'know, if the damage for spiked chains was slashing (yeah, not spiked then), this'd make a pretty mean build for a Kratos knockoff or something. Or something.

When he uses a spiked chain, he does slashing as well as piercing damage.
One of the basic Chain Fighting benefits.
Edit: Well, let's see. Kratos. MoC 5/Fighter (Whatever)
I'd give him (Aside from Combat School)
Juggernaut
Two-Weapon Fighting
Whirlwind Attack
Hordebreaker
Murderous Intent
Insightful Strike, for that extra damage when he gets someone with Chain Grab.
Blitz, for the same.
Giant Slayer
So, really, you go around making a shit-ton of attacks, Chain Grab someone with the Grab On/Lift maneuver, and then, next round, turn on full Blitz to murder them.
You've got lots of reach (and more if you make it to Fighter 11), so use Hordebreaker and that pile of AoO's you have to Trip and Foe Wield and Hurl Opponent and, basically, deal out merry hell on a democratic basis.
Last edited by Maxus on Sat Aug 29, 2009 2:29 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Meikle641
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Post by Meikle641 » Sat Aug 29, 2009 2:19 am

Ah, my mistake. Only really skimmed, heh. In that case, all is well.
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Maxus
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Post by Maxus » Sat Aug 29, 2009 2:23 am

> Meikle641 wrote:Ah, my mistake. Only really skimmed, heh. In that case, all is well.

It's fine. If you notice, you got me thinking about how to handle Kratos-like insanity with this.
So, yeah, this class could be really wicked. Shame it works best with Fighter (because of the large number of feats needed to get full mileage). A Barbarian MoC would be pretty awesome.
Last edited by Maxus on Sat Aug 29, 2009 2:34 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules » Sat Aug 29, 2009 3:43 am

Did I ever mention the time I complained to Akula in a game about his spiked chain tripper based on the fact that it was hard to make him an avatar in Neverwinter Nights? I was amused at myself when I examined my priorities.
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Maxus
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Post by Maxus » Sat Aug 29, 2009 9:57 pm

It just occurred that the wording for Dancing Chains allows you to use Chain Grab to grab onto someone with all four chains (or try to).
Then, yes, you could just plain shred someone with a Coup de Grace. Especially when combined with Power Attack and Blitz. Times 4.
So, yeah. The extreme outer limit for a chain damage (at level 20) looks like...
2d4 (Spiked Chain)
2d6 (Ripping Chain)
1d6 (Blitz)
2 (Combat School)
10-14 (Either Str or Dex)
7 (Enhancement)
20 (Blitz)
Then whatever you want to power attack for.
And with Insightful Strike, it becomes this for a crit:
6d4 (Spiked Chain Base)
6d6 (Ripping Chain)
1d6 for Blitz (do you multiply that?)
6 Combat School
30-42
21
60
That's just one chain. If you take Dancing Chains and have enough of them around, that's...well, that's four times that, if you're going all out.
I'll have to tone that down, considering that's 123-171 damage four times on the one opponent...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Hicks » Wed Sep 02, 2009 7:41 am

I'm not really impressed with the proposed damage output, at least not so much as to tone down the damage bonuses. For comparison:
Vanilla Human Barbarian dual wielding Battle Axes
Strength of 30 (18 + 5 (Level) + 5 (Inherent) + 7 (Enchantment))
Feats

- 1 Combat School
  1 Two Weapon Fighting
  3 Blitz
  6 Whirlwind
  9 Horde Breaker
  11 Command
  12 Great Fortitude
  15 Elusive Target
  18 Juggernaught

Average and average critical damage
4.5 base from 1d8 Battle Axe
7 from weapon enchantement
2 from combat school
2 from Rage
10 from strength
20 from Blitz (does not use the +1d6)
35 from 10d6 Rage Dice
40 from Power Attack -20
118.5 average primary-hand damage (285.5 critical) x4 Attacks
83.5 average off-hand damage (250.5 critical) x4 Attacks
Which is ridiculous. Nobody power-attacks for -20 in a battle, it just ruins your ability to hit. Just to put it in perspective, don't let it be this:

> What the hell is Polar Ray doing at 8th level? It's 56 points of damage at 16th level. I don't wipe my ass with 56 points of damage at 16th level!
> - FrankTrollman

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