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<blockquote data-quote="Cleon" data-source="post: 6705765" data-attributes="member: 57383"><p>The current Working Draft includes most of the special abilities of an 8th level Ninja Spy (the prestige class from the 3E <em>Oriental Adventures</em>). That's what we used for a lot of the Ninja Spirit Shadow's special abilities, except it got them at 3rd level.</p><p></p><p>I'm presuming we're statting up the Shadow Walker's kusari gama as a unique weapon, like we did for the scythe, veil(s) and <em>crimson katana</em> of the previous Seven Swords.</p><p></p><p>If we go for that, methinks we'd better give the weapon its own name referring its black, lightless and unreflective properties, or maybe its Con damage ability. The "<em>hook of darkness</em>" or something.</p><p></p><p>The 3.5 <em>DMG</em> has stats for a kusari-gama, so I guess we'd better start with those:</p><p></p><p><em><span style="font-size: 15px"><strong>Dungeon Master's Guide</strong></span></em></p><p><strong>Exotic Weapons</strong></p><p><em>Light Melee Weapons</em></p><table style='width: 100%'><tr><td><br /> </td><td>Cost</td><td>Dmg(S)</td><td>Dmg(M)</td><td>Crit</td><td>Range</td><td>Wt.</td><td>Damage Type</td></tr><tr><td>Kusari-gama<strong>[SUP]3[/SUP]</strong></td><td>10 gp</td><td>1d4</td><td>1d6</td><td>×2</td><td>—</td><td>3 lb.</td><td>Slashing</td></tr></table><p> 3 Reach weapon.</p><p></p><p><strong>Kusari-Gama:</strong> This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. It can be used in all respects like a spiked chain (see page 115 of the Player’s Handbook) for trip attacks, disarming other foes, and using its wielder’s Dexterity modifier instead of her Strength modifier in attack rolls.</p><p></p><p>There's another version of the kusari-gama worth considering in the 3E <em>Oriental Adventures</em>. I think it's closer to the historical weapon than the <em>DMG</em> version:</p><p></p><p><span style="font-size: 15px"><em><strong>Oriental Adventures</strong></em></span></p><p><strong>Exotic Weapons—Melee</strong></p><p><em>Large</em></p><table style='width: 100%'><tr><td><br /> </td><td>Cost</td><td>Dmg</td><td>Critical</td><td>Range</td><td>Weight</td><td>Damage Type</td></tr><tr><td>Kusari-gama*\</td><td>10 gp</td><td>1d6/1d4</td><td>×2</td><td>—</td><td>3 lb.</td><td>Slashing/Bludgeoning</td></tr></table><p> * See the description of this weapon for special rules.</p><p>\ Reach or double weapon (see weapon description).</p><p></p><p><strong>Kusari-gama:</strong> A kusari-gama is a length of chain with a kama at one end. It can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.</p><p></p><p>If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusari-gama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.</p><p></p><p>You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusarigama to avoid being tripped.</p><p></p><p>When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).</p><p></p><p>You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6705765, member: 57383"] The current Working Draft includes most of the special abilities of an 8th level Ninja Spy (the prestige class from the 3E [I]Oriental Adventures[/I]). That's what we used for a lot of the Ninja Spirit Shadow's special abilities, except it got them at 3rd level. I'm presuming we're statting up the Shadow Walker's kusari gama as a unique weapon, like we did for the scythe, veil(s) and [I]crimson katana[/I] of the previous Seven Swords. If we go for that, methinks we'd better give the weapon its own name referring its black, lightless and unreflective properties, or maybe its Con damage ability. The "[I]hook of darkness[/I]" or something. The 3.5 [I]DMG[/I] has stats for a kusari-gama, so I guess we'd better start with those: [I][SIZE=4][B]Dungeon Master's Guide[/B][/SIZE][/I] [B]Exotic Weapons[/B] [I]Light Melee Weapons[/I] [TABLE] [TR] [TD] [/TD] [TD]Cost[/TD] [TD]Dmg(S)[/TD] [TD]Dmg(M)[/TD] [TD]Crit[/TD] [TD]Range[/TD] [TD]Wt.[/TD] [TD]Damage Type[/TD] [/TR] [TR] [TD]Kusari-gama[B][SUP]3[/SUP][/B][/TD] [TD]10 gp[/TD] [TD]1d4[/TD] [TD]1d6[/TD] [TD]×2[/TD] [TD]—[/TD] [TD]3 lb.[/TD] [TD]Slashing[/TD] [/TR] [/TABLE] 3 Reach weapon. [B]Kusari-Gama:[/B] This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. It can be used in all respects like a spiked chain (see page 115 of the Player’s Handbook) for trip attacks, disarming other foes, and using its wielder’s Dexterity modifier instead of her Strength modifier in attack rolls. There's another version of the kusari-gama worth considering in the 3E [I]Oriental Adventures[/I]. I think it's closer to the historical weapon than the [I]DMG[/I] version: [SIZE=4][I][B]Oriental Adventures[/B][/I][/SIZE] [B]Exotic Weapons—Melee[/B] [I]Large[/I] [TABLE] [TR] [TD] [/TD] [TD]Cost[/TD] [TD]Dmg[/TD] [TD]Critical[/TD] [TD]Range[/TD] [TD]Weight[/TD] [TD]Damage Type[/TD] [/TR] [TR] [TD]Kusari-gama*\[/TD] [TD]10 gp[/TD] [TD]1d6/1d4[/TD] [TD]×2[/TD] [TD]—[/TD] [TD]3 lb.[/TD] [TD]Slashing/Bludgeoning[/TD] [/TR] [/TABLE] * See the description of this weapon for special rules. \ Reach or double weapon (see weapon description). [B]Kusari-gama:[/B] A kusari-gama is a length of chain with a kama at one end. It can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent. If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusari-gama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon. You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusarigama to avoid being tripped. When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama. [/QUOTE]
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