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Digitalfruitz
2017-11-04, 12:23 PM
Chain mage

Chain mages are powerful individuals with the ability to use magically summoned chains as weapons
D8 Hit Die
3/4BAB
Good reflex and will
Bad fortitude

The Chain mage gets 4+INT skills per day
The Chain mage’s class skills are Bluff, Climb, Craft, Intimidate, Knowledge (arcana), Knowledge (planes), Proffesion, Spellcraft, Stealth, Swim, Use magic device

Simple weapon proficiency, light amor proficiency

1st—>
Chains: Two handed, 10 foot range, bludgeoning, disarm, trip, 1d8. These chains are bound to your very essence, instead of using Strength or Dexterity use your full Constitution bonus for your CMB, to hit and damage. Your chains may never be enchanted. Summoning your chains is a bonus action

2nd—>
Chains: 15 foot range and gain ability to drag, gain a +2 on all disarm, trip, and drag combat maneuvers made with your Chains.
Uncanny dodge

3rd—>
Armor of Chains: as a bonus action you can summon a suit of light armor made of Chains over your body. This armor gives +2AC -0AC penalty and a 5% arcane spell failure chance
Flurry of Chains: as a full round action you may make two attacks with your chains at a -1/-1 penalty

4th—>
Chains: 20 foot range, these chains count as cold iron or silver. You may change this type by meditating for one hour.
Fast movement: +10 feet
Flurry of Chains: as a full round action you may make two attacks with your chains at no penalty

5th—>
Armor of Chains: as a bonus action you can summon a suit of medium armor made of Chains over your body. No matter your proficiency you are proficient with this chain armor. This armor gives +3AC, 1DR/adamantine, -1AC penalty, and a 10% arcane spell failure chance
Chains: your chains now deal 1d10
Flurry of Chains: as a full round action you may make two attacks with your chains at a +1/+1 bonus
Rustproof: your chains are now immune to rusting.

6th—>
Chains: 30 foot range, your chains are always treated as having ghost touch, you may select one of the following enchantments for your chains; Corrosive, Flaming, Frost, Shock. You may change this type by meditating for a number of hours equal to half of your class levels.
Flurry of Chains: as a full round action you may make two attacks with your chains at a +2/+2 bonus

7th—>
Armor of Chains: as a bonus action you can summon a suit of medium armor made of Chains over your body. No matter your proficiency you are proficient with this chain armor. This armor gives +3AC, 3DR/adamantine, -1AC penalty, and a 10% arcane spell failure chance
Flurry of Chains: as a full round action you may make two attacks with your chains at a +3/+3 bonus

8th—>
Chains: 40 foot range, Chains are now considered Adamantine, Cold iron, and Silver. Your chains are also now tied to your alignment, making them either Anarchic, Axiomatic, Holy, or Unholy.
Fast movement: +20 feet
Flurry of Chains: as a full round action you may make three attacks with your chains at a +4/+4/-1.

9th—>
Armor of Chains: as a bonus action you can summon a suit of heavy armor made of Chains over your body. No matter your proficiency you are proficient with this chain armor. This armor gives +4AC, 3DR/adamantine, -2AC penalty, and a 15% arcane spell failure chance
Flurry of Chains: as a full round action you may make three attacks with your chains at a +4/+4/+0 bonus.

10th—>
Chains: 50 foot range, 1d12, for overcoming damage reduction consider your chains any type of metal. Your Chains enchantments now becoming burst enchantments.
Flurry of Chains: as a full round action you may make three attacks with your chains at a +4/+4/+1 bonus.