Underwhelmed with choices for Half Orc chain fighter, play testing a new weapon


Homebrew and House Rules


Hey guys,
I felt that the list of options for the Chain Fighter racial trait was somewhat limited given the theatrical description, and because I have always been disappointed with the Pathfinder version of the spiked chain I came up with a variation of the Dire Flail. I called it the Xago Flail (after my character of course).

2 Handed Medium Exotic Weapon
DMG 1d8 / 1d6 Crit x2/ 18-20 x2 Weight 7lbs Double, Disarm, Trip

What do you think?

Double Weapons are essentially Two Weapon Fighting combined into one package. After studying other examples and mechanics of double weapons, I came to the conclusion the inherent disadvantage of the double weapon being potentially disarmed, dropped, or sundered is offset by ignoring the 1 handed/ light weapon combination. So in essence the Xago Flail works like a normal flail and a scimitar (rules wise).

I've imagined the weapon to be a spade or crescent shaped blade at one end of a chain with and a metal ball at the other end.


As an exotic weapon, that looks fine to me.

I'd make the other end a 20/x3 crit weapon just to match the flail stats. Other than that, looks great.


Really if you're playing a chain fighter, your end goal should probably just be a Spine Flail.


I've never played a character that makes CMB checks, so I was planing to explore improve trip, disarm, and lunge.


At low levels they are a viable option.

At higher levels monster CMDs become extremely prohibitive. If you are going to do it reliably you'll beed to sing just about every resource you have into making it work.

It can be extremely fun though.

I recommend looking into the Fortuitous enchantment. It helps a lot with Reach builds.

If you have an ally with a high-crit weapon, Butterfly Sting can work well.

I've seen a reach-fighter be devastating with that feat if they have a pal running around with a scythe or naginata.


Good thing we are running a P8 campaign... We've got a soft level cap at 8. My group is not a fan of how combats tend to drag to a halt at higher levels. We've found the sweet spot to be between levels 8 and 12, but anything double digits is too far removed from the trained average Joe.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Underwhelmed with choices for Half Orc chain fighter, play testing a new weapon All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules