Merren Linkwalker 

by Ed Hastings, aka the Killer Shrike

The merren love of skymanship and the life of a skysailor is well-known. Many merren move amongst their ship's rigging with deceptive ease, and bring the airy grace of their work into their fighting. Whether moving among among ships or in a dueling circle, those merren who combine these two passions of skysailing and the chain weaponry that merren favor become fierce opponents and and able shipmates.

Prerequisites

Base Attack Bonus

+3

Feats

Combat Reflexes, Exotic Weapon Proficiency: Spiked Chain/Hooked Chain, Expertise, Weapon Finesse or Focus: Spiked Chain/Hooked Chain

Race

Must be a Merren

Skills

Balance: 8 ranks, Use Rope: 3 ranks

 

Level

Attack

Fortitude

Reflex

Will

Abilities

1

+1

+0

+2

+0

Release the Ground Trammel, Dive amongst the Shards

2

+2

+0

+3

+0

Dash unto the deck

3

+3

+1

+3

+1

Encircle and Envelop

4

+4

+1

+4

+1

Fling into the void

5

+5

+1

+4

+1

Grasp of Steely Entrapment, Walk the Links and Threads

Hit Die: d8
Skill Points: Int bonus + 2 per level
Skills: Balance, Perform, Spot, Tumbling, Use Rope

Weapon and Armor Proficiencies: None.


Release the Ground Trammel: At 1st level the Linkwalker has perfected the art of tripping opponents. When wielding a spiked chain the practitioner may use Improved Disarm as a virtual feat. This is an extraordinary ability.

Dive amongst the Shards: At 1st level the Linkwalker has learned an unusual technique. Linkwalkers will often fearlessly dive into the void between the Shards and freefall until nearing some buoyant object and then casting out a chain and grapple to anchor themselves as they pass. Similarly, Linkwalkers love to engage in daring aerial maneuvers between the decks and from the riggings of ships. Whenever attempting to use a grappling hook or hooked chain the practitioner gains a competence bonus equal to their class level to any die roll required. This is an extraordinary ability.

Dash unto the deck: At 2nd level the Linkwalker has practiced the art of stripping opponents from their armaments. When wielding a spiked chain the practitioner may use Improved Disarm as a virtual feat. This is an extraordinary ability.

Encircle and Envelop: At 3rd level the Linkwalker has learned how to frustrate those who would disarm them with a surprising trip in return. When wielding a spiked chain the practitioner may use Counter-Disarm (listed below) as a virtual feat. This is an extraordinary ability.


New feat by Ed Hastings aka Killer Shrike

Counter-Disarm [General]

You may attempt to trip an opponent if they fail to disarm you.

Prerequisites: Combat Reflexes, Expertise, Improved Trip

Benefit: When a melee opponent attempts to disarm you, including by use of the Improved Disarm feat, if you win the opposed attack roll you may choose to make a trip attack as per the Improved Trip feat versus that opponent as a free attack of opportunity. Note that under no circumstances can you make more than one attack of opportunity versus the same opponent in the same round.



Fling into the void: At 4th level the Linkwalker has mastered the art of stripping opponents from their armaments. When wielding a spiked chain the practitioner may use Masterful Disarm (listed below) as a virtual feat. This is an extraordinary ability.


New Feat by Ed Hastings aka Killer Shrike

Masterful Disarm [General]

You are greatly skilled at divesting others of their weapons.

Prerequisites: Expertise, Improved Disarm

Benefit: The user gains a +4 competence bonus on any attempt to Disarm a foe. If the Disarm is successful the opponents weapon does not land at her feet, but instead is knocked to the floor up to 15 feet away in the direction of your choice, as permitted by terrain and obstacles.



Grasp of Steely Entrapment: At 5th level the Linkwalker has mastered wrapping distant objects in a grip of steel. As a standard action the practitioner may initiate a grapple with a spiked chain at a range of 10' (and no less than 10') with a +4 equipment bonus to Strength without drawing attacks of opportunity. If a grab is successful the practitioner must move into the targets space as normal to hold the grab. For the duration of a grapple begun in this fashion the practitioner benefits from a +4 equipment bonus to Strength. At the DM's discretion the practitioner may also grab branches and other inanimate objects of appropriate size and durability within 10'. This is an extraordinary ability.


Walk the Links and Threads: At 5th level the Linkwalker has finally learned their arts namesake ability. A Linkwalker has developed their own natural ability to suspend personal gravity to a greater level than their merren brethren. The practitioner may walk or climb (as appropriate) upon any rope or chain that is secured on at least one end as if it were level ground, regardless of angle. The practitioner suffers no penalties to movement, AC, or dice rolls from standing upon or climbing a rope or chain. If climbing, the Linkwalker must still have at least one hand free with which to hang on, but no climb check is necessary and no penalty is taken for climbing. Linkwalkers often carry great lengths of chains other than their chosen weapon with grapples attached and use them to latch onto passing ships and Shards, then easily scale the chain. This ability is also useful in the riggings of a ship where a Linkwalker may run the ropes as if on level ground. This is a spell-like ability.