PrC Master of Chains (!!!Work in Progress!!!)
Posted: Sun Apr 16, 2017 2:25 am
Master of Chains
The Master of Chains is a canny opportunist whose intimidating presence is capable of inciting hardened soldiers into a panic. Using mystical martial techniques first pioneered by chain devils in the early days of the Blood War, a Master of Chains can gain an unnatural degree of control over his weapon, enhancing its damage potential and even allowing him to use it as a armor.
Requirements:
Race: Any
Alignment: Non-good.
Basic Attack Bonus: +4
Skills: Intimidate 4 ranks
Feats: Exotic Weapon Proficiency, Combat Expertise, Knockdown, Improved Knockdown, Disarm, Improved Disarm
Class Features:
- Hit Die: d10
- Base Attack Bonus: High
- High Saves: Fortitude
- Weapon Proficiencies: None
- Armor Proficiencies: None
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Escape Artist, Intimidate, Tumble, Taunt
Class Abilities:
Level 1: Punishing Lash
Level 2: Scare
Level 3: Chain Armor +1
Level 4: Chain Bind
Level 5: Greater Punishing Lash, Tactical Expertise +2
Level 6: Chain Armor +2, Spiked Chain Armor(Su)
Level 7: Constant Vigilance, Cheap Shot
Level 8: Tactical Expertise +4
Level 9: Chain Armor +3, Ironclad
Level 10: Circling Death
Punishing Lash: The Master of Chains is so adapt at using his chains to fight multiple opponents, he lashes at the next once an opponent has fallen.
Specifics: If the character kills an opponent, he gets a free attack against an opponent who is within weapon range. This is limited to one use per round. This feat does not qualify as Cleave feat for class prerequisites.
Use: Automatic.
Scare: A Master of Chains may induce fear into his enemies as per the Fear spell with a duration of 5 rounds + half of class levels in Master of Chains. The DC is equal to 10 + class levels in Master of Chains + 1/2 Character levels(at most half of his intimidate skill). This ability may be used three timed per day.
Chain Armor: A Master of Chains may use 20 feet of chains to reinforce his current chain-based armor(must wear chainmail or chain shirt for this to work). He gains a +1 AC at level 3, this increases to +2 at 6 and +3 at 9 levels of Master of Chains.
Chain Bind:A Master of Chains has mastered the art of rendering opponents immobile with their chains.
Specific: The Master of Chains makes a ranged touch attack against a target monster which is granted a reflex save against a DC equal to 10 + class levels in Master of Chains + 1/2 Character levels if it fails it is paralyzed for a number of rounds equal to 1/2 of the levels in Master of Chains. The victim makes a strength check and an escape artist skill check every round to try to break free of the abilities effect.
Greater Punishing Lash: The Master of Chains has become even more adapt at fighting multiple opponents with his chains. He can lash at multiple opponents should he kill each of them.
Specific: If the character kills an opponent, he gets a free attack against an opponent who is within weapon range. This is no longer limited in uses per round. This feat does not qualify as Cleave feat for class prerequisites.
Use: Automatic
Tactical Expertise: A Master of Chains gains a +2 bonus Disarm checks. This bonus becomes +4 at level 8.
Spiked Chain Armor(Su): The Master of Chains now uses his spiked chain to defend against foes that attack him in melee, they take 1d4 piercing damage if they hit.
Constant Vigilance: Opponents entering the whirling mass of chains around the master are so immensely threatened they have to move with caution.
Specific: Enemies within 10 feet of the Master of Chains have to make a will save against a DC equal to 10 + class levels in Master of Chains + 1/2 Character levels(at most half of his intimidate skill) or have their reflex saves reduced by 4 and their movement slowed by 50%.
Use: Automatic
Cheap Shot: Moving his chain as fast and nimble as he is, the Master of Chains is able to better find openings in his opponents defenses.
Specifics: Beginning from level 7 the Master of Chains gets a bonus of +4 to his attacks of opportunity.
Use: Automatic
Ironclad: Through years of training a Master of Chains has gained deep insight into the art of tripping and ripping his opponents to the ground with his chains.
Specifics: A Master of Chains is treated as one size category larger when he attempts to knockdown a target(we'll have to see if this is possible.
Use: Automatic
Circling Death : The Master of Chains uses sheer strength to keep his chain circling, attacking any and all enemies that dare to enter the deadly maelstrom that are his chains.
Specifics: The Master of Chains uses an improved Whirlwind Attack that deals an additional 2d6 piercing damage on each attack made.
Use: Selected.
The Master of Chains loses all his abilities if not wielding chains
(!!!Work in progress!!!)
The Master of Chains is a canny opportunist whose intimidating presence is capable of inciting hardened soldiers into a panic. Using mystical martial techniques first pioneered by chain devils in the early days of the Blood War, a Master of Chains can gain an unnatural degree of control over his weapon, enhancing its damage potential and even allowing him to use it as a armor.
Requirements:
Race: Any
Alignment: Non-good.
Basic Attack Bonus: +4
Skills: Intimidate 4 ranks
Feats: Exotic Weapon Proficiency, Combat Expertise, Knockdown, Improved Knockdown, Disarm, Improved Disarm
Class Features:
- Hit Die: d10
- Base Attack Bonus: High
- High Saves: Fortitude
- Weapon Proficiencies: None
- Armor Proficiencies: None
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Escape Artist, Intimidate, Tumble, Taunt
Class Abilities:
Level 1: Punishing Lash
Level 2: Scare
Level 3: Chain Armor +1
Level 4: Chain Bind
Level 5: Greater Punishing Lash, Tactical Expertise +2
Level 6: Chain Armor +2, Spiked Chain Armor(Su)
Level 7: Constant Vigilance, Cheap Shot
Level 8: Tactical Expertise +4
Level 9: Chain Armor +3, Ironclad
Level 10: Circling Death
Punishing Lash: The Master of Chains is so adapt at using his chains to fight multiple opponents, he lashes at the next once an opponent has fallen.
Specifics: If the character kills an opponent, he gets a free attack against an opponent who is within weapon range. This is limited to one use per round. This feat does not qualify as Cleave feat for class prerequisites.
Use: Automatic.
Scare: A Master of Chains may induce fear into his enemies as per the Fear spell with a duration of 5 rounds + half of class levels in Master of Chains. The DC is equal to 10 + class levels in Master of Chains + 1/2 Character levels(at most half of his intimidate skill). This ability may be used three timed per day.
Chain Armor: A Master of Chains may use 20 feet of chains to reinforce his current chain-based armor(must wear chainmail or chain shirt for this to work). He gains a +1 AC at level 3, this increases to +2 at 6 and +3 at 9 levels of Master of Chains.
Chain Bind:A Master of Chains has mastered the art of rendering opponents immobile with their chains.
Specific: The Master of Chains makes a ranged touch attack against a target monster which is granted a reflex save against a DC equal to 10 + class levels in Master of Chains + 1/2 Character levels if it fails it is paralyzed for a number of rounds equal to 1/2 of the levels in Master of Chains. The victim makes a strength check and an escape artist skill check every round to try to break free of the abilities effect.
Greater Punishing Lash: The Master of Chains has become even more adapt at fighting multiple opponents with his chains. He can lash at multiple opponents should he kill each of them.
Specific: If the character kills an opponent, he gets a free attack against an opponent who is within weapon range. This is no longer limited in uses per round. This feat does not qualify as Cleave feat for class prerequisites.
Use: Automatic
Tactical Expertise: A Master of Chains gains a +2 bonus Disarm checks. This bonus becomes +4 at level 8.
Spiked Chain Armor(Su): The Master of Chains now uses his spiked chain to defend against foes that attack him in melee, they take 1d4 piercing damage if they hit.
Constant Vigilance: Opponents entering the whirling mass of chains around the master are so immensely threatened they have to move with caution.
Specific: Enemies within 10 feet of the Master of Chains have to make a will save against a DC equal to 10 + class levels in Master of Chains + 1/2 Character levels(at most half of his intimidate skill) or have their reflex saves reduced by 4 and their movement slowed by 50%.
Use: Automatic
Cheap Shot: Moving his chain as fast and nimble as he is, the Master of Chains is able to better find openings in his opponents defenses.
Specifics: Beginning from level 7 the Master of Chains gets a bonus of +4 to his attacks of opportunity.
Use: Automatic
Ironclad: Through years of training a Master of Chains has gained deep insight into the art of tripping and ripping his opponents to the ground with his chains.
Specifics: A Master of Chains is treated as one size category larger when he attempts to knockdown a target(we'll have to see if this is possible.
Use: Automatic
Circling Death : The Master of Chains uses sheer strength to keep his chain circling, attacking any and all enemies that dare to enter the deadly maelstrom that are his chains.
Specifics: The Master of Chains uses an improved Whirlwind Attack that deals an additional 2d6 piercing damage on each attack made.
Use: Selected.
The Master of Chains loses all his abilities if not wielding chains
(!!!Work in progress!!!)