Similar to a spiked chain, a balled chain has a large morning star head attached to each end. A balled chain has reach and can strike at opponents 10 feet away. In addition, unlike many other weapons with reach, the balled chain can be used against adjacent foes.
Balled chains may be used as double weapons, but doing so limits their reach to ﬁve feet and incurs all the normal attack penalties associated with ﬁghting with two weapons, as if the wielder were using a one-handed weapon and a light weapon.
Because the chain can wrap around an enemy’s leg or other limb, it can make trip attacks. If tripped during his trip attempt, the wielder can drop the
chain to avoid being tripped.
The balled chain provides a +2 bonus to opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if the disarming attempt fails).
The Weapon Finesse feat may be used to apply Dexterity modiﬁers instead of Strength modiﬁers to attack rolls with a balled chain.
Chain, balled: 20 gp, 1d8/1d8, x2 crit, 18 lb., Blunt and Piercing, Exotic Two-Handed Reach weapon