| This Homebrew Content has not been reviewed in a meaningful manner. If you wish to review this content yourself, then see Untested for more details. |
Homebrew Reference Book: Dathomir Field Guide
A sinister looking weapon, the Chain Sickle consists of a cylindrical handle from which extended a flexible cord that ended with a razor-sharp, bladed bludgeon. A second grip further up the cord allows the wielder to swing the Chain Sickle with accuracy and force, ending in a bludgeon studded with small spikes. The most lethal section of the weapon is a large scythe-shaped blade covering half of the bludgeon with two protruding smaller blades.
A Chain Sickle is a Melee Weapon with a reach of 2 squares. Also on a hit, you can choose to make a Grab attack (as a Free Action) against the target using the sickle, provided the target is no more than one size category larger than you. Unlike a normal Grab attack, you make a second attack roll at the normal attack bonus with the Chain Sickle, and you do not take a -5 penalty on the attack roll. If this second attack roll hits, the target is Grabbed.
If you have the Pin or Trip feats, you can choose to use those abilities instead of making a Grab attack. While Grabbing a target with the Chain Sickle, you cannot use the Weapon to make attacks against any other targets. Members of The Witches of Dathomir treat the Chain Sickle as a Simple Weapon (Melee).
Weapon Type: Exotic Weapons (Melee)
Size: Large
Cost: 8,000
Damage: 2d8
Stun Setting: NO
Weight: 2 Kilograms
Type: Slashing or Piercing
Availability: Rare