Diffan |
Well in case no one wants to go to the Candlekeep boards, I've posted it below too. Thoughts and/or comments?
MASTER OF CHAINS
The master of chains is a combatant specializing in the use of chains--specifically the spiked chain--as a weapon. They usually have a sinister aura about them, and are never completely good. They use chains as tools of terror and intimidation as much as weapons. Along with their use of chains, they are good with locks as well.
Fighters are the best equipped to become masters of chains, although rogues, rangers, and barbarians make excellent members of this rare, frightening group as well.
A master of chains often creates a lair underground filled with chains on the ground and hanging from the ceiling. Whole rooms of rattling chains suspended from above create an unnerving and dangerous setting for their foes. Members of this prestige class usually do not work together, although a master of chains gladly teams up with those of other classes for mutual benefit. Due to their similar affinities, these individuals often ally themselves with the outsiders known as kythons.
Hit Die: d10
REQUIREMENTS
To qualify to become a master of chains, a character must fulfill all the following criteria.
Alignment: Any non-good.
Escape Artist: 3 ranks
Intimidate: 5 ranks
Feats: Exotic Weapon Proficiency (spiked chain), Combat Expertise, Improved Trip, Improved Disarm, Weapon Focus (spiked chain), Weapon Specialization (spiked chain).
Ability Score: Int 13+ (required for Combat Expertise).
CLASS SKILLS
The master of chains class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (metalworking) (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Stealth (Dex).
Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
Weapon and Armor Proficiency: The master of chains gains no proficiency with weapons, or any type of armor or shields.
Fear: By rattling his chains as a standard action, at 1st level the master can induce a fear effect (DC 10 + 1/2 master of chains level + Cha modifier) as the spell of the same name, using his class level as the caster level (see the Player's Handbook). The master can use this spell-like ability only once per day starting at 1st level. At 4th level and each three levels afterward (7th and 10th) a master of chains gains one additional use of his Fear spell-like ability.
The Strongest Link: At 1st level, a master of chains gains the ability to use a spiked chain to it's fullest potential. By making a Craft (metalsmithing) or Craft (weaponsmiting) check of DC 20, a master of chains may increases the length of the weapon up to 10 feet long and gives the spiked chain a reach of 10 feet. Any magical properties a spiked chain may have are added to the additional length of the weapon.
Climb Fighting: At 2nd level, if a master of chains is climbing on a rope or chain, he suffers no penalty to attacks and foes gain no bonus to attack him, rather than the master of chains losing his Dexterity modifier while climbing and his enemy gaining a +2 on attack rolls against the master of chains. If the master of chains is hanging from a chain that has the ability to swing more than five feet, he can use that to his advantage and gain a +2 dodge bonus to his AC.
Extra Lash: At 3rd level, a master of chains can inflict an additional +1d6 points of damage with a spiked chain, slashing the foe with extra slack in the chain. He can only use this ability if the target is denied their dexterity modifier to their AC, flat-footed, or if the master of chains if flanking an opponent. Creatures that are immune to critical hits are immune to this extra damage. The damage extra lash inflicts is increased to +2d6 at 6th level and +3d6 at 9th level.
Superior Weapon Focus: Stacking on top of any existing Weapon Focus bonus, at 3rd level this ability grants a master of chains an additional +1 to attack rolls with a spiked chain.
Chain Bind: At 4th level, the master of chains can use his weapon and a quick application of a lock (the whole process requiring a full-round action) to bind a single small, medium, or large creature. The master of chains rolls a combat maneuver check as an attack against the target's combat maneuver defense to successfully bind the target. The target can attempt a Escape Artist check with a DC of 25 or burst the chain using a Strength check with a DC of 30. A chain at least 10 feet long is required to accomplish this. If it's a spiked chain, the entangled creature suffers 3 points of damage per round while entangled unless they remain motionless.
Chain Armor: At 5th level, a master of chains can wrap himself in chains (as long as he has at least 20 feet of chain) to provide him with a +5 armor bonus to AC. For him, there is only a -2 armor check penalty, no max Dex modifier, and a 30% arcane spell failure chance. Speed is not affected. If the master of chains is already wearing armor, then the chains act as additional support, giving him DR 3/piercing. At 10th level, the chains provide him a +7 armor bonus to AC, -1 armor check penalty, no max Dex modifier, and a 15% arcane spell failure chance. The damage reduction is increased to DR 5/piercing.
Double Chain: At 5th level, the master of chains can choose to use a spiked chain as a double weapon instead of a weapon with reach. This requires a swift action and the change lasts until the beginning of his next turn. When using a spiked chain as a double weapon, he is treaded as having the Two-Weapon Fighting feat for reducing the penalties of fighting with both ends. This ability does not extend to any other weapon other than a spiked chain.
Deflective Attacks: As a move-equivalent action, a 6th level master of chains can use a spinning chain to provide a +4 deflection bonus to AC against all attacks coming from a chosen 180-degree arc. This is an extraordinary ability.
Superior Weapon Specialization: Stacking on top of any existing weapon specialization bonus, this adds an additional +2 to all damage rolls made with a chain or spiked chain.
Superior Barbed Chain: At 8th level, the master of chains can modify his spiked chain so that it leaves cruel barbs behind in the targets it strikes. Using the chain this way causes victims to bleed 1 hit point per round until a successful Heal check is used to bind the wounds (DC 15) or until magical healing is applied to them. It costs 25 gp to modify a chain in this manner, and 10 gp to add new spikes once the modifier chain has been used five times. (After five uses, the modified chain can be used as a normal spiked chain.) Only 8th level and above masters of chains can make and use these specially modified weapons properly--in anyone else's hands they are simply spiked chains.
Swinging Attack: At 9th level, as a full-round action, the master of chains can wrap the end of his chain around an overhead object (something that can sustain his weight) and swing at any target within 10 feet. The foe so attacked is treated as flat-footed and the master gains a +2 attack bonus and inflicts +3d6 damage with this single attack (only one attack is allowed).
Chain Mastery: As a supernatural ability, the master of chains can animate a chain (as the spell animate rope, but with chains) of up to 50 feet in length for 10 rounds. The master of chains can use this ability three times per day plus a number of times equal to his Charisma bonus.
Level | BAB | Fort | Reflex | Will | Special
1st +1 +0 +1 +0 Fear 1/day, strongest link
2nd +2 +1 +1 +1 Climb fighting
3rd +3 +1 +2 +1 Superior weapon focus, extra lash +1d6
4th +4 +1 +2 +1 Chain bind, fear 2/day
5th +5 +2 +3 +2 Chain armor, double chain
6th +6 +2 +3 +2 Deflect attacks, extra lash +2d6
7th +7 +2 +4 +2 Superior weapon specialization, fear 3/day
8th +8 +3 +4 +3 Superior barbed chain
9th +9 +3 +5 +3 Extra lash +3d6, swinging attack
10th +10 +3 +5 +3 Chain mastery, fear 4/day