w Magnet Chain



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Equipment Guide II

Greg Lynch, J. C. Alvarez

Publisher Mongoose

Publish date 2005

ISBN 1-904854-97-4

OGL Section 15 ueg2

Content Puller Mark Gedak

can be found on the following website

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

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

Melee Weapons (Exotic)
Weapon Cost Dmg
Critical Range Weight1 Type2 Special
1d3 1d4 x2 — 2
Bludgeoning reach

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