Magnet Chain

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Ultimate Equipment Guide II

Author Greg Lynch, J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
ISBN 1-904854-97-4
OGL Section 15 ueg2
Content Puller Mark Gedak

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Magnet chains appear as common, non-combat, ten foot long chains, with round metal weights on both ends. They are always made of iron. Both metal spheres on the chain’s ends look as normal iron; however, they have been specially treated as to seek and attract other metal items, such as the metallic weapons and armour of opponents.

Ambricus invented the magnet chain when he discovered a strange metal whose properties allowed it to attract other kinds of metal (see ‘new special materials’ on page 29). By fashioning a chain made of this metal, he invented an altogether new kind of weapon – one with the ability to seek its opponent almost by itself. Due to their extreme rarity and high cost, magnet chains remain an Adroit Arms exclusive.

The strange properties of magnet chains give them a +1 circumstance bonus on all attack rolls made against enemies carrying any kind of metal. These bonuses apply to normal attack rolls, opposed attack rolls made to disarm an opponent and trip attacks made with the magnet chain. Furthermore, when attacking opponents clad in medium metal armour, the circumstance bonus is increased to +2. When attacking opponents clad in heavy metal armour, the circumstance bonus becomes +3. A character wielding metal armour suffers a –2 penalty on all attack rolls made with a magnet chain.

A magnet chain can be wielded as a double weapon, although the wielder suffers all penalties associated by fighting with two weapons, exactly as if he was fighting with a one-handed weapon and a light weapon.

A magnet chain counts as a reach weapon, unless it is being used as a double weapon, in which case it can only be used against adjacent foes. While not being used as a double weapon, a magnet chain can be used to attack opponents within ten feet and also adjacent ones. A magnet chain allows the wielder to make trip attacks; if the character is tripped during his own trip attempt, he can drop the magnet chain to avoid being tripped. Finally, a magnet chain gives the wielder a +2 circumstance bonus on checks made to disarm an opponent, including checks to avoid being disarmed.

Notes: A magnet chain is simply a normal chain made of magnetiron (see ‘new special materials’ on page 29).

Magnet Chain: One-handed Exotic Weapon; 200 gp; Dmg 1d3(S)/1d4(M); Critical x2; Range — (10 ft. reach); 2 lb.; Bludgeoning

One-Handed Melee Weapons (Exotic)
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Magnet Chain 200 gp 1d3 1d4 x2 2 lb Bludgeoning reach

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