Kusarigama (3.5e Equipment)

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Scales.png This page is of questionable balance. Reason:
  • No HP
  • Is essentially the same as a the Kusari-Gama given on pg. 144-145 of the Dungeon Master's Guide, but with more power (original is 1d6) and the cost/weight of a spiked chain


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a kusarigama
Kusarigama
Exotic Two-Handed Melee
Critical: x2
Range Increment:
Type: Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1 *
Diminutive * 1d3 *
Tiny * 1d4 *
Small 25 gp 1d6 5 lb.
Medium 25 gp 1d8 10 lb.
Large 50 gp 1d10 20 lb.
Huge * 2d8 *
Gargantuan * 3d8 *
Colossal * 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 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 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 Kusarigama



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