PDA

View Full Version : [3.5] Master of Chains PrC (PEACH)



Lortharian Duin
2013-01-29, 10:30 AM
Master of Chains

http://img707.imageshack.us/img707/6852/chainsl.jpg
Picture is a property of Raymond Swanland, I haven't asked for his permission to use this picture. I hope he won't mind though, as picture represents a Master of Chains, and I respect his work. Cover for Master of Chains: The Fighters.

You forge the chains you wear in life!

The master of chains is a combatant specializing in the use of chain —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 best equipped to become masters o 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 kytons (see the Monster Manual).

BECOMING A MASTER OF CHAINS
How you would
REQUIREMENTS
To qualify to become a master of chains, a character must fulfill all the following criteria.
Alignment: any non-good
Skills: Intimidate 8 ranks
Base attack bonus: +4
Feats: Exotic Weapon Proficiency (spiked chain), Skill Focus (Intimidate) and Combat Reflexes or Combat Expertise
Speak language: Infernal

Class Skills
The Master of Chain's class skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Craft (metalworking)(INT), Escape Artist (DEX), Hide (DEX), Intimidate (CHA), Jump (STR), Ride (DEX), Tumble (DEX), Use Rope (DEX)
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Rattlechain

2nd|
+2|
+0|
+3|
+0|Chain Combat Style

3rd|
+3|
+1|
+3|
+1|Chain Mastery

4th|
+4|
+1|
+4|
+1|Devil's Aura

5th|
+5|
+1|
+4|
+1|Improved Chain Combat Style

6th|
+6|
+2|
+5|
+2|Chain Artistry

7th|
+7|
+2|
+5|
+2|Devil's Rattle

8th|
+8|
+2|
+6|
+2|Animate Chain

9th|
+9|
+3|
+6|
+3|Chain Supremacy

10th|
+10|
+3|
+7|
+3|Dancing Chains[/table]

Weapon and Armor Proficiencies: The Master of chains is proficient with no weapon and no type of armor or shield.

Rattlechain: At 1st level, master of chains can use the demoralize opponent aspect of the Intimidate skill as a move action rather than as a standard action once per turn by rattling his chain weapon.

Chain Combat Style: At 2nd level, the master of chains may select either Improved Trip or Improved Disarm as bonus feat. A Master of Chains need not have any of the prerequisites normally required for these feats to select them.

Chain Mastery: At 3rd level, the master of chains can choose to use a spiked chain with three tactical maneuvers:
-Deflecting Attacks: As a move-equivalent action, a master of chains can use a spinning chain to add her Dexterity modifier as deflection bonus to her AC when fighting defensively or using combat expertise. This is an extraordinary ability.
In addition, If master of chains fights defensively and uses a chain weapon, she does not take the standard fighting defensively penalties on attacks of opportunity. When using the total defense action and a chain weapon, she still threaten the area around her as normal. She can make attacks of opportunity with a -4 penalty.
-Devil's Skin: Master of chains can wrap herself with her chain weapon (as move action, as long as she has at least 10 feet of chain, up to maximum of 20 feet) in order to aquire Devil's Skin. While wearing Devil's Skin she gains armor bonus to AC equal to 4 + her chain weapon's highest enhancement bonus she used to wrap herself with. Armor check penalty increases by two per wrapped chain weapon and she suffers 30% arcane spell failure chance while wearing Devil's Skin. Maximum Dexterity bonus that this type of armor allows is equal to master of chains class level. Speed is not affected.
Devil's Skin can be dismissed as free action. If the master of chains has a free hand, at the moment she dismissed her armor, she can grab the wrapping chain with her free hand, otherwise it falls to the ground.
In addition, master of chains can dismiss her Devil's Skin as immediate action, 3 times per day + her Charisma modifier, to gain damage reduction equal to her class level against the next attack that hits her.
-Barbed Bite: Master of chains can choose to use a spiked chain as a double weapon instead of a weapon with reach as free action. In addition, when making an attack of opportunity, she can make an attack with her off hand against the same target at the same time. She must decide before her first attack roll whether she wants to also use her off hand. If she does, both attacks take the standard penalties for fighting with two weapons.
Furthermore, If she hits the same enemy more than once in a single round with a slashing or piercing chain weapon, she deals an additional 1d6 damage with each hit after the first.

Devil's Aura: At 4th level, master of chains can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 master of chains HD + her Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect.
The aura lasts for 1 round. She can use this ability a number of times per day equal to her Charisma modifier.

Improved Chain Combat Style: At 5th level, master of chains may treat her chain weapon as one-handed weapon if he is proficient with that weapon.

Chain Artistry: At 6th level, the master of chains is enabled the use of three tactical maneuvers:
-Devil's Tongue: As a standard action, she can make a single strike with a 5-foot bonus to her attack's reach. This benefit applies to master of chains while using a chain weapon.
-Vicious Bind: As full round action, master of chains can use her chain weapon and a quick application of a lock to bind single creature within one size category of her. This should be treated as an attack with a net, except that the Escape Artist check to escape has a DC of 20 + master of chains class level), and the burst DC is 20 + hardness of her chain weapon. A chain at least 10 feet long is required to accomplish this. If it is a spiked chain, the entangled creature suffers 1d4 points of damage per round while entangled unless they remain motionless.
-Sinister Lash: As a full-round action or as a charge action, she may make an attack with her chain weapon against an opponent. If the attack hits the defender, she forces the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 her character level + her Strength modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before master of chains next action).
Creatures normally immune to critical hits are staggered instead of being dazed.

Devil's Rattle: At 7th level, master of chains can use the demoralize opponent aspect of the Intimidate skill as a free action once per round rather than as a standard action. This ability supersedes rattlechain (the abilities do not stack).

Animate Chain: At 8th level, as 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.

Chain Supremacy: At 9th level, the master of chains is enabled the use of three tactical maneuvers:
-Death Spiral: the master of chains gains transcendental understanding of her chain weapon. Once per day, as full round action, she can spin the chain over her head with supernatural speed. All foes within a 15-foot radius of the master of chains must make a Reflex save against a DC equal to the master of chain’s attack roll. Opponents who fail are stunned for 1d3+1 rounds. Allies(as selected by the master of chains) in range are spared the effects of the death spiral. The death spiral is a supernatural ability.
-Diabolic Grab: If master of chains has successfully performed Vicious Bind, and the binded creature failed to escape, master of chains can use Diabolic Grab as standard action. She and the defender make opposed grapple checks. The master of chains adds +4 bonus.
If master of chains beats the defender, she pulls him back 5 feet. If she wishes to move away from the defender, she can pull him back an additional 5 feet for each 5 points by which her check result is greater than the defender’s check result. She can’t, however, exceed her normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So does master of chains, if she moves with defender they do not provoke attacks of opportunity from each other, however.)
If master of chains fails to beat the defender’s Strength check result, she moves 5 feet straight towards defender to where she was before she attempted Diabolic Grab. If that space is occupied, she falls prone in that space. If Master of chains fails to beat the defender's Strength, alternatively, she can drop the chain to avoid being pulled towards defender.
In addition, every time master of chains attempts Diabolic Grab and succeeds, the defender suffers 2d4 points of damage.
-Wounding Chain: Master of chains can make an attack with such vicious force that she wounds her opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. Master of chains must decide whether or not to use this maneuver prior to making an attack. She can use this maneuver three times per day + her Charisma modifier. This is extraordinary ability.

Dancing Chains: At 10th level, master of chains gains Dancing Chains as chain devil’s special ability once per day + her Charisma modifier.
(A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil 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 devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.)
A Master of chains can climb chains it controls at its normal speed without making Climb checks.

...
Designer Note

'sup, Lortharian Duin here, I'm trying to make my very first homebrewed PrC. Actually, this is the first time I'm posting in Homebrew thread. Up until now I've been stalking various threads hoping to learn somethin' about brewing a class. I've decided to make my own Master of Chains 'cos I absolutely love the fluff behind it. The fear this PrC would put in his enemies. Cool factor etc.

I expect that I worded some abilities poorly. English is not my native language.
Please, tell me what I did wrong, what could be better, have I made it broken, have i gone too astray from its 3.0 version.


EDIT:
Added some finesse in wording. Master of Chains isn't done yet, and I'm hoping to see more of your evaluation and critics.
Thanks to thethird for showing me some mistakes.


-Changelog-
01-31-2013.
Diabolic Grab maneuver simplified.
Devil's Skin maneuver changed to better suite Master of Chains needs.
Deflecting Attacks maneuver redesigned to profit from combat expertise more.

bobthe6th
2013-01-29, 11:06 PM
Well, your formatting is really good. Most of this seems interesting, focusing more on providing options then flat power...

Definitely going to have to give a better PEACH at some point, but that is the best I have for now.

thethird
2013-01-30, 10:58 AM
Master of Chains

http://img707.imageshack.us/img707/6852/chainsl.jpg

Nice image I hope you got permission for posting it :smallsmile:


You forge the chains you wear in life!

The master of chains is a combatant specializing in the use of chain —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 best equipped to become masters o 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 kytons (see the Monster Manual).

BECOMING A MASTER OF CHAINS
How you would
REQUIREMENTS
To qualify to become a master of chains, a character must fulfill all the following criteria.
Alignment: any non-good
Skills: Intimidate 8 ranks
Base attack bonus: +4
Feats: Exotic Weapon Proficiency (spiked chain), Skill Focus (Intimidate) and Combat Reflexes or Combat Expertise
Speak language: Infernal

Fluff is mostly the same of the original master of chains, that is good, requirements are much less punitive than they were originally (weapon specialization imho made the class see less play that it would otherwise see, it also required a LOT of feats).


Class Skills
The Master of Chain's class skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Craft (metalworking)(INT), Escape Artist (DEX), Hide (DEX), Intimidate (CHA), Jump (STR), Ride (DEX), Tumble (DEX), Use Rope (DEX)
Skills Points at Each Level: 4 + Int modifier

Hit Dice: d10

Nice to see the added skills, I personally would give craft (any) and not just craft (metalworking), it wouldn't be overpowered and it would be more in line with other PrCs.


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Rattlechain

2nd|
+2|
+0|
+3|
+0|Chain Combat Style

3rd|
+3|
+1|
+3|
+1|Chain Mastery

4th|
+4|
+1|
+4|
+1|Devil's Aura

5th|
+5|
+1|
+4|
+1|Improved Chain Combat Style

6th|
+6|
+2|
+5|
+2|Chain Artistry

7th|
+7|
+2|
+5|
+2|Devil's Rattle

8th|
+8|
+2|
+6|
+2|Animate Chain

9th|
+9|
+3|
+6|
+3|Chain Supremacy

10th|
+10|
+3|
+7|
+3|Dancing Chains[/table]

Most of the abilities have new names, other than that everything looks fine in the table.


Weapon and Armor Proficiencies: The Master of chains is proficient with no weapon and no type of armor or shield.

Giving them proficiency with chains could be cool (not necessary).


Rattlechain: At 1st level, master of chains can use the demoralize opponent aspect of the Intimidate skill as a move action rather than as a standard action once per turn by rattling his chain weapon.

Chain Combat Style: At 2nd level, the master of chains may select Improved Trip or Improved Disarm as bonus feat. Selected feat, when used with master of chains chain weapon, can be used even if master of chains does not have Combat Expertise feat, normally a prerequisite for both feats.

On chain combat style you might want to copy the wording from the bonus feats of the monk (it will probably fit better).


Chain Mastery: At 3rd level, the master of chains can choose to use a spiked chain with three tactical maneuvers:
-Deflecting Attacks: As a move-equivalent action, a master of chains can use a spinning chain to provide a deflection AC bonus equal to his Dexterity modifier against all attacks for one round. This is an extraordinary ability.
In addition, If master of chains fights defensively and uses a chain weapon, she does not take the standard fighting defensively penalties on attacks of opportunity. When using the total defense action and a chain weapon, she still threaten the area around her as normal. She can make attacks of opportunity with a -4 penalty.

Since this class can have combat expertise as a prerequisite I would instead give them their DEX bonus as deflection when fighting defensively or using combat expertise.



-Devil's Skin: Master of chains can wrap himself in chains (as move action as long as he has at least 20 feet of chain) to provide her with a +5 armor bonus to AC. For her, armor check penalty increases by two and she suffers 30% arcane spell failure chance while wearing Devil's Skin. Maximum Dexterity bonus that this type of armor allows is equal to master of chains class level. Speed is not affected. Master of chains can use this tactical maneuver only if she is wearing light armor or no armor.
In addition, this maneuver gives master of chains resistance 10 against the next attack or effect with an energy descriptor that affects her. Gaining resistance is an immediate action (it can be used on another creature's turn) in reaction to being affected by a spell, effect, or attack that inflicts energy damage. Activating this maneuver does not provoke attacks of opportunity.

The wording of this ability might be a bit hard to chew. As I am reading as a move action you can gain a bonus to your armor (that lasts for ever). And then (once) as an immediate action you can gain resistance 10. Perhaps giving them DR (of the material of the chain) and saying that after they gain the DR (for one attack) the chains fall to the ground and thus the master of chains has to expend another move action to reform them.


-Barbed Bite: Master of chains can choose to use a spiked chain as a double weapon instead of a weapon with reach as free action. In addition, when making an attack of opportunity, she can make an attack with her off hand against the same target at the same time. She must decide before her first attack roll whether she wants to also use her off hand. If she does, both attacks take the standard penalties for fighting with two weapons.
Furthermore, If she hits the same enemy more than once in a single round with a slashing or piercing chain weapon, she deals an additional 1d6 damage with each hit after the first.

This is kosher.


Devil's Aura: At 4th level, master of chains can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 master of chains HD + her Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect.
The aura lasts for 1 round. She can use this ability a number of times per day equal to her Charisma modifier.

Improved Chain Combat Style: At 5th level, master of chains may treat her chain weapon as one-handed weapon if he is proficient with that weapon.

Both of this abilities are finely done.


Chain Artistry: At 6th level, the master of chains is enabled the use of three tactical maneuvers:
-Devil's Tongue: As a standard action, she can make a single strike with a 5-foot bonus to her attack's reach. This benefit applies to master of chains while using a chain weapon.
-Vicious Bind: As full round action, master of chains can use her chain weapon and a quick application of a lock to bind single creature within one size category of her. This should be treated as an attack with a net, except that the Escape Artist check to escape has a DC of 20 + master of chains class level), and the burst DC is 20 + hardness of her chain weapon. A chain at least 10 feet long is required to accomplish this. If it is a spiked chain, the entangled creature suffers 1d4 points of damage per round while entangled unless they remain motionless.
-Sinister Lash: As a full-round action or as a charge action, she may make an attack with her chain weapon against an opponent. If the attack hits the defender, she forces the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 her character level + her Strength modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before master of chains next action).
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed.

Just saying creatures immune to critical hits should work (this would also allow to bypass immunities with certain expensive magic items which could be cool)


Devil's Rattle: At 7th level, master of chains can use the demoralize opponent aspect of the Intimidate skill as a free action rather than as a standard action once per turn. This ability supersedes rattlechain (the abilities do not stack).

I would still limit it to once per round (if not enemies that can be intimidated will always be intimidated).


Animate Chain: At 8th level, as 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.

Cool


Chain Supremacy: At 9th level, the master of chains is enabled the use of three tactical maneuvers:
-Death Spiral: the master of chains gains transcendental understanding of her chain weapon. Once per day, as full round action, she can spin the chain over her head with supernatural speed. All foes within a 15-foot radius of the master of chains must make a Reflex save against a DC equal to the master of chain’s attack roll. Opponents who fail are stunned for 1d3+1 rounds. Allies(as selected by the master of chains) in range are spared the effects of the death spiral. The death spiral is a supernatural ability.
-Diabolic Grab: If master of chains has successfully performed Vicious Bind, and the binded creature failed to escape, master of chains can use Diabolic Grab as standard action. She and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable. Master of chains adds +4 bonus to the check because the defender was successfully binded by Vicious Bind maneuver.
If master of chains beats the defender’s Strength check result, she pulls him back 5 feet. If she wishes to move away from the defender, she can pull him back an additional 5 feet for each 5 points by which her check result is greater than the defender’s check result. She can’t, however, exceed her normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So does master of chains, if she moves with defender they do not provoke attacks of opportunity from each other, however.)
If master of chains fail to beat the defender’s Strength check result, she moves 5 feet straight towards defender to where she was before she atempted Diabolic Grab. If that space is occupied, she falls prone in that space. If Master of chains fails to beat the defender's Strength, alternatively, she can drop the chain to avoid being pulled towards defender.
In addition, every time master of chains attempts Diabolic Grab and succeeds, the defender suffers 2d4 points of damage.



Is this just a grapple check with some a +4 bonus to the master of chains that also deals an extra effect? Wouldn't it be easier to say "grapple check with a +4 bonus"?

I also marked a couple of things that are probably wrong (English is not my native language either).


-Wounding Chain: Master of chains can make an attack with such vicious force that she wounds her opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. Master of chains must decide whether or not to use this maneuver prior to making an attack. She can use this maneuver three times per day + her Charisma modifier. This is extraordinary ability.

Dancing Chains: At 10th level, master of chains gains Dancing Chains as chain devil’s special ability once per day + her Charisma modifier.
(A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil 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 devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.)
A Master of chains can climb chains it controls at its normal speed without making Climb checks.

Everything fine here


...
Designer Note

'sup, Lortharian Duin here, I'm trying to make my very first homebrewed PrC. Actually, this is the first time I'm posting in Homebrew thread. Up until now I've been stalking various threads hoping to learn somethin' about brewing a class. I've decided to make my own Master of Chains 'cos I absolutely love the fluff behind it. The fear this PrC would put in his enemies. Cool factor etc.

I expect that I worded some abilities poorly. English is not my native language.
Please, tell me what I did wrong, what could be better, have I made it broken, have i gone too astray from its 3.0 version.

This isn't overpowered and it still has the feeling of the original Master of Chains, it is also nice to lose the weapon focus / weapon spec feat tax.

Overall I really like this PrC.

Lortharian Duin
2013-01-30, 05:46 PM
First of all, thanks for showing interest in this, let's say, reboot of a PrC.



Fluff is mostly the same of the original master of chains, that is good, requirements are much less punitive than they were originally (weapon specialization imho made the class see less play that it would otherwise see, it also required a LOT of feats).

I didn't want to disregard the fluff behind Master of Chains. Its what makes it so robust and likable.




Nice to see the added skills, I personally would give craft (any) and not just craft (metalworking), it wouldn't be overpowered and it would be more in line with other PrCs.

I thought master of chains would tend to his equipment. So I've put metalworking in order to let him do so not just to be limited to weaponsmithing, armorsmithing or such like 3.0 was.




Giving them proficiency with chains could be cool (not necessary).

Originally, I intended to give them spiked chain proficiency, but then... its a prerequisite, so I thought about giving him additional proficiencies, like, should I give her Barbed Chain, Chain Lash, Chain-and-Dagger, or even Snake Chain, but then again, well I didn't know what to give him. Spiked Chain is kinda his signature.




On chain combat style you might want to copy the wording from the bonus feats of the monk (it will probably fit better).

I've copied the wording from a monk, you're right, it fits better.



Since this class can have combat expertise as a prerequisite I would instead give them their DEX bonus as deflection when fighting defensively or using combat expertise.

Honestly, I thought about giving them their DEX bonus as deflection when fighting defensively or using combat expertise but I thought it would made them overpowered. I'm still thinking about it now that you mentioned it.




The wording of this ability might be a bit hard to chew. As I am reading as a move action you can gain a bonus to your armor (that lasts for ever). And then (once) as an immediate action you can gain resistance 10. Perhaps giving them DR (of the material of the chain) and saying that after they gain the DR (for one attack) the chains fall to the ground and thus the master of chains has to expend another move action to reform them.

Devil's Skin has been changed so many times in my head I don't know how to word it right. Idea was that Master of Chains can "armor" himself with his weapons which would mean that for that moment he would be unarmed. I need help on this. I like the idea of putting DR of his chain instead of Spell resistance.




This is kosher.

What do you mean by that? :smallsmile:




Just saying creatures immune to critical hits should work (this would also allow to bypass immunities with certain expensive magic items which could be cool)

I yet have to decide should I allow him to daze creatures that are immune. It wouldn't be overpowered.




Is this just a grapple check with some a +4 bonus to the master of chains that also deals an extra effect? Wouldn't it be easier to say "grapple check with a +4 bonus"?

I also marked a couple of things that are probably wrong (English is not my native language either).

Diabolic Grab, yeah, now that I look at it...:smallbiggrin: It is a grapple check plus some opposite wording of Bull Rush. I don't really know how to format this right so it doesn't turn out clunky.




This isn't overpowered and it still has the feeling of the original Master of Chains, it is also nice to lose the weapon focus / weapon spec feat tax.

Overall I really like this PrC.

I'm glad you like it. It was fun to work on it also.

thethird
2013-01-30, 06:03 PM
I thought master of chains would tend to his equipment. So I've put metalworking in order to let him do so not just to be limited to weaponsmithing, armorsmithing or such like 3.0 was.

Originally, I intended to give them spiked chain proficiency, but then... its a prerequisite, so I thought about giving him additional proficiencies, like, should I give her Barbed Chain, Chain Lash, Chain-and-Dagger, or even Snake Chain, but then again, well I didn't know what to give him. Spiked Chain is kinda his signature.

Understandable


Honestly, I thought about giving them their DEX bonus as deflection when fighting defensively or using combat expertise but I thought it would made them overpowered. I'm still thinking about it now that you mentioned it.

This class is mostly melee so it is slightly MAD (STR, DEX, CON are useful to it) in addition if it has combat expertise INT is "high" so in really few cases DEX is going to be high enough to be over powered.


Devil's Skin has been changed so many times in my head I don't know how to word it right. Idea was that Master of Chains can "armor" himself with his weapons which would mean that for that moment he would be unarmed. I need help on this. I like the idea of putting DR of his chain instead of Spell resistance.

Note that the master of chains can carry several chains around (in fact it probably should).

I would make it work as an armor (activated as a move action) that does stack with normal armor granting +5 (+ the enhancement bonus of the chain) which the spell failure that you already wrote and the dex as mentioned.

Then while the armor is "activated" it can dismiss it as an immediate action doing so grants the master of chains DR/magic equal to its master of chain levels (if the chain used was of an special material it instead gives them DR bypassed by that specific material) against the next attack. If the master of chains has a free hand he can get the chain in its hands, if not it falls to the ground.



What do you mean by that? :smallsmile:

That it works (it actually means that it is approved by the kashrut, the Jewish culinary laws, so Jewish people can eat it, most of the times it is just used to say "it is ok" though).



I yet have to decide should I allow him to daze creatures that are immune. It wouldn't be overpowered.

It probably wouldn't.


Diabolic Grab, yeah, now that I look at it...:smallbiggrin: It is a grapple check plus some opposite wording of Bull Rush. I don't really know how to format this right so it doesn't turn out clunky.

Diabolic Grab: If master of chains has successfully performed Vicious Bind, and the binded creature failed to escape, master of chains can use Diabolic Grab as standard action. She and the defender make opposed grapple checks. The master of chains adds +4 bonus.
If master of chains beats the defender, she pulls him back 5 feet. If she wishes to move away from the defender, she can pull him back an additional 5 feet for each 5 points by which her check result is greater than the defender’s check result. She can’t, however, exceed her normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So does master of chains, if she moves with defender they do not provoke attacks of opportunity from each other, however.)
If master of chains fails to beat the defender’s Strength check result, she moves 5 feet straight towards defender to where she was before she attempted Diabolic Grab. If that space is occupied, she falls prone in that space. If Master of chains fails to beat the defender's Strength, alternatively, she can drop the chain to avoid being pulled towards defender.
In addition, every time master of chains attempts Diabolic Grab and succeeds, the defender suffers 2d4 points of damage.

Something like that?

Lortharian Duin
2013-01-31, 02:18 PM
This class is mostly melee so it is slightly MAD (STR, DEX, CON are useful to it) in addition if it has combat expertise INT is "high" so in really few cases DEX is going to be high enough to be over powered.

I'll make some alterations. You have a point though, his CHA has to be high also on top of the rest.



Note that the master of chains can carry several chains around (in fact it probably should).

I would make it work as an armor (activated as a move action) that does stack with normal armor granting +5 (+ the enhancement bonus of the chain) which the spell failure that you already wrote and the dex as mentioned.

Then while the armor is "activated" it can dismiss it as an immediate action doing so grants the master of chains DR/magic equal to its master of chain levels (if the chain used was of an special material it instead gives them DR bypassed by that specific material) against the next attack. If the master of chains has a free hand he can get the chain in its hands, if not it falls to the ground.

I'll format it as soon as I find some time:smallsmile:.



Diabolic Grab: If master of chains has successfully performed Vicious Bind, and the binded creature failed to escape, master of chains can use Diabolic Grab as standard action. She and the defender make opposed grapple checks. The master of chains adds +4 bonus.
If master of chains beats the defender, she pulls him back 5 feet. If she wishes to move away from the defender, she can pull him back an additional 5 feet for each 5 points by which her check result is greater than the defender’s check result. She can’t, however, exceed her normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So does master of chains, if she moves with defender they do not provoke attacks of opportunity from each other, however.)
If master of chains fails to beat the defender’s Strength check result, she moves 5 feet straight towards defender to where she was before she attempted Diabolic Grab. If that space is occupied, she falls prone in that space. If Master of chains fails to beat the defender's Strength, alternatively, she can drop the chain to avoid being pulled towards defender.
In addition, every time master of chains attempts Diabolic Grab and succeeds, the defender suffers 2d4 points of damage.

Something like that?

Yeah. Implemented. Thanks for your help.

Lortharian Duin
2013-01-31, 04:14 PM
Devil's Skin - Master of chains can wrap herself with her chain weapon (as move action, as long as she has at least 10 feet of chain, up to maximum of 20 feet) in order to aquire Devil's Skin. While wearing Devil's Skin she gains armor bonus to AC equal to 4 + her chain weapon's highest enhancement bonus she used to wrap herself with.
Armor check penalty increases by two per wrapped chain weapon and she suffers 30% arcane spell failure chance while wearing Devil's Skin.
Maximum Dexterity bonus that this type of armor allows is equal to master of chains class level. Speed is not affected.
Devil's Skin can be dismissed as free action. If the master of chains has a free hand, at the moment she dismissed her armor, she can grab the wrapping chain with her free hand, otherwise it falls to the ground.
In addition, master of chains can dismiss her Devil's Skin as immediate action, 3 times per day + her Charisma modifier, to gain damage reduction equal to her class level against the next attack that hits her.

What do you think about this format?