Whenever you generate stunt points with a melee attack with the kama side of the weapon, you generate an additional +2 stunt points, but those may only be spent on Mighty or Lethal blow.
All damage deal to Darkspawn is penetrating.
Attacks with either the kama or the ball do an additional 1d6 fire damage.
You may use the spiked ball on the end of the chain as an improvised weapon.
You receive +2 on all attempts to disarm or resist disarm with the Kusarigama
Minor action: Use the chain to entangle or disarm your foes. Target an enemy up to 1 square away. Make a Dexterity (Kusarigama) test against the targets Defense. If successful you may make a disarm attempt or you may entangle the target. If entangled, the target must make a Dexterity (Acrobatics) vs your Dexterity (Kusarigama) or be unable to move away. They may move toward you with no test or penalty. This is considered a melee attack that (normally) deals no damage. Stunts can be included to add damage to the attack.
Major action: Throw the kama to strike a foe exactly one square away. Make a Dexterity (Kusarigama) test vs the target’s Defense. If successful, inflict 2d6+5+Dexterity+Strength damage to the target
Major action: Strike an adjacent foe with the kama. Make a Dexterity (Kusarigama) test vs the target’s Defense. If successful, inflict 2d6+5+Strength damage to the target