A character’s weapon is more than a tool she uses to unleash devastating blows against her adversaries; the chosen weapon of a savage nomadic barbarian, the dashing aerial cutthroat, or a gallant sword-and-shield paladin is an extension of the warrior herself. The weapon becomes the hero; the hero becomes the weapon, and a theme by which the character lives and breathes comes to life.
This article expands on the Weapon Themes idea briefly discussed on this blog. It combines elements from the themes included in the Dark Sun Campaign Setting with those from Richard Baker’s Character Themes articles from Dragon Magazine to create the Chain Fighter theme based upon the spiked chain.
Weapon themes can be introduced into a campaign as a way to minimize feat dependence, specifically those feats associated with multi-class weapon feats or superior weapon proficiency feats, while providing the character with additional flavor and background material.
Chain Fighter
The spiked chain is a wicked weapon and devastating in the hands of proficient warriors. Nimble martial warriors such as rogues, rangers and tempest fighters usually wield such weapons to champion their graceful style.
Through years of dedicated practice, martial warriors become proficient with the exotic spiked chain, so much so that the lethal spiked appendages become one-and-the-same with the warrior’s hands. The spiked chain becomes an extension of the warrior herself.Chain Fighter Starting Feature (1st Level): You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and flail and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.
Chain Fighter Level 5 Feature (5th Level): You can use the Grab combat action while wielding a spiked chain. As such, the Grab power is modified as follows:
| Grab | Attack |
| You reach out and grasp your foe, preventing it from moving. | |
At-Will Weapon |
|
| Standard Action - Melee weapon | |
| Requirement: You must be wielding a spiked chain. | |
| Target:One creature that is no more than one size category larger than you | |
| Attack:Strength vs. Reflex | |
| Hit: You grab the target until the end of your next turn. you can end the grab as a free action. | |
| Sustain Minor: The grab persists until the end of your next turn. | |
Chain Fighter Level 10 Feature (10th Level): Creatures that you grab while wielding a spiked chain take a -2 penalty to escape attempts to break the grab.
| Chain Shield | Chain Fighter Utility 2 |
| You whirl into a vortex of spikes, fending off melee attackers. | |
Daily Martial, Stance, Weapon |
|
| Minor Action - Personal | |
| Requirement:You must be wielding a spiked chain. | |
| Effect: Until the stance ends, you gain a +2 shield bonus to AC and Reflex. Whenever an enemy misses you with a melee attack, you can slide that enemy 1 square. | |
| Chain Trip | Chain Fighter Attack 3 |
| You lash out with your chain and jerk your foe to the ground. | |
Encounter Martial, Weapon |
|
| Standard Action - Melee weapon | |
| Requirement: You must be wielding a spiked chain. | |
| Target:One creature | |
| Attack:Primary Attribute vs. Reflex | |
| Hit: 1[W] + Primary Attribute modifier damage, and slide the target up to 2 squares and knock it prone. | |
| At 11th level, increase to 2[W] damage. | |
| At 21st level, increase to 3[W] damage. | |
| Chain Ward | Chain Fighter Utility 6 |
| You take a sidelong stance, whirling your chain above your head and watching your foes with sharp, opportunistic menace. | |
Daily Martial, Stance, Weapon |
|
| Minor Action - Personal | |
| Requirement:You must be wielding a spiked chain. | |
| Effect: You threaten all squares within your reach. | |
| Spiked Shackles | Chain Fighter Attack 9 |
| With remarkable deftness, you wrap your foe in your chain, allowing you to squeeze the spike home and control your enemy’s movement. | |
Daily Martial, Weapon |
|
| Standard Action - Melee weapon | |
| Target:One creature | |
| Attack:Primary Attribute vs. Reflex | |
| Hit: 1[W] + Primary attribute damage, and the target is grabbed until it escapes. You can sustain the grab as long as the target is within your reach, and the target takes a -2 penalty to escape attempts. | |
| At 15th level, increase to 2[W] damage. | |
| At 25th level, increase to 3[W] damage. | |
| Miss: Half damage, and the target is grabbed until it escapes; you can sustain the grab as long as the target is within your reach. | |
| Effect: Until the target is no longer grabbed, you can slide the target 1 square as a minor action. When you sustain the grab, the target takes 1[W] damage. | |
