Heavy Chains (3.5e Equipment)

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Heavy Chains
Exotic Two-Handed Melee
Critical: 20/×2
Range Increment: 20 ft (raises by 10 per size category after medium)
Type: Varies
Hardness: 15
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 2
Small 55gp 1d6 25lb 5
Medium 55gp 2d6 50lb 10
Large 150gp 3d6 100lb 20
Huge * 4d6 * 40
Gargantuan * 6d6 * 80
Colossal * 8d6 * 160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

These Chains are the unique weapon of the Mystic Wardens[1] or[2] however with proper training anyone could use these weapons provided they could handle the immense weight of these weapons and as such these weapons have a minimum required strength to use effectively of 15 (any less makes the chains cumbersome and imposes an attack ac penalty of 5). In addition the chain ends are modular and can be changed to alter the properties of the weapon significantly (doing so requires a blacksmithing (or equivalent craft/profession) check of dc 12 or higher and 1d4 hours). while wielding this weapon either head can be used separately as a 2-handed weapon and switching the used head is a free action (only up to 2 heads can be used at any given time). fighting with both is the equivalent of using a double weapon that is excessively heavy (double penalties as compared to a normal double weapon) and a minimum of 19 strength is required to do this at all. Also while wielding this weapon any effect/ability that allows for multiple target hits is disabled (including cleave feats) until the weapon is unequipped.

In addition these chains are wrapped around the wielder reducing dexterity by 2 but increasing AC by 2 (+1 for every 3 enchantment levels of the weapon (2 if a Mystic Warden or Mystic Warden Variant)) however all armor worn in addition to this is treated as heavy armor in every way and if already wearing heavy armor armor check penalties are increased by 3)

as stated each head has a unique effect and the weapon starts off with 2 picked from this list:

Empty: damage halved, weight reduced by 25%, strength requirement reduced by 2, damage type is bludgeoning

Sword: damage unchanged, damage types are slashing/piercing

Hammer: damage raised by 25%, bonus critical damage reduced by 75%, damage is bludgeoning, strength requirement raised by 2

Morning Star: Damage raised by 10%, bonus critical damage reduced by 50%, Damage is piercing/bludgeoning, strength requirement raised by 1

Hook (man-catcher): damage reduced by 50%, after dealing damage to a target/object successfully you may attempt a grapple even if the target is out of grapple range, if said grapple succeeds you may either pull yourself closer to the target or pull the target closer to you and may also choose to maintain the grapple or not freely or make a trip attempt (all of these use strength (can also be used as a grappling hook and in addition raises use rope and climb checks by 4)), damage is slashing/piercing

Sickle: damage halved, critical hit range increased to 18-20 and is now a times 4, weapon weight reduced by 25%, damage is slashing

Cleaver: damage unchanged. critical hit damage boosted by 10%, +4 bonus on sunder checks, strength requirement raised by 1, damage is slashing/ bludgeoning

Greatsword: Damage increased by 50% cannot critical hit



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