Double Kusarigama (3.5e Equipment)

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Kusarigama, Double
Exotic Two-Handed Melee
Critical: ×2
Range Increment:
Type: Piercing and Slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1/1 *
Diminutive * 1d2/1d2 *
Tiny * 1d3/1d3 *
Small 125 gp 1d4/1d4 5 lb.
Medium 125 gp 1d6/1d6 10 lb.
Large 250 gp 2d6/2d6 20 lb.
Huge * 2d8/2d8 *
Gargantuan * 3d8/3d8 *
Colossal * 4d8/4d8 *
  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.

A double kusarigama is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double kusarigama in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

A double kusarigama has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the kusarigama. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a double kusarigama, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a double kusarigama sized for you, even though it isn’t a light weapon for you.



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