Double Kusarigama (3.5e Equipment)
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Size | Cost1 | Damage | Weight1 | hp | |||||||
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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 | * | — | |||||||
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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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