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Felosian Daggerclaw

Invented by the Felosians, the number of these weapons in existence is limited to only a few hundred. This deadly instrument is comprised of a soft leather glove with a hard leather and metal backing, and three sharpened claw-like daggers protruding from the front. The backing is designed to secure the blades and protect the hand. The blades are made of a strong and lightweight steel, forged through a process known and perfected only by the Felosians.

The weapon fits comfortably over the hand, with a simple wrist strap to help hold it in place. Although it limits wrist movement, it affords the wearer normal finger movement, allowing the wearer to carefully grab and hold small objects.

When worn, a daggerclaw also counts as a metal gauntlet, and the wearer cannot wear any other glove or gauntlet on the same hand as the daggerclaw. The DM should decide if a single gauntlet/glove can be worn, and how it affects the item or character. Since this weapon is worn rather than held, it requires 1 round to equip or remove it.

Anyone who is proficient in the use of a piercing or slashing melee weapon of small size (this group includes daggers, knives, and various swords) may use the daggerclaw without weapon-proficiency penalties. The only restriction to this is that they can only use it in the manner they are familiar with (someone who knows only piercing weapons cannot use it as a slashing weapon).

Basic Stats:

Rarity: Uncommon
Size: S
Weight: 2
Type: P/S
Damage: 1d6/1d4+1 (piercing), 1d8/1d6+1 (slashing)
Speed: 2 when piercing, 4 when slashing
Special: Weapon-proficiency penalties negated if user is proficient in a slashing or piercing weapon of small size
Usable By: Warriors, Rogues, Wizards, Priests (if god/mythos allows daggers or knives)
Weapon Skills (Optional)

Each of the following optional skills can only be used once the person has spent 1d6+1 days training that skill with a Felosian master of similar class. In some cases, the training is required to negate or reduce a penalty suffered while using the daggerclaw.

  • Climbing Walls
    If the daggerclaw is worn while climbing, characters suffer a -10% to their skill checks for eachweapon worn. When trained in this skill, however, this penalty is negated. Also, when climbing wooden surfaces, the rogue gains a +10% bonus for each daggerclaw worn. Any non-rogue characters that train in this ability can climb wooden surfaces with a +10% bonus to their applicable success rate for each daggerclaw worn.

  • Dual-Weapon (Warriors and Rogues only)
    When trained in this skill, the Dual-Wielding attack penalty on the daggerclaw is reduced by 2.

  • Somatics (Spellcasters only)
    Wearing a daggerclaw makes it difficult to cast spells that have a somatic component. If the daggerclaw is not removed prior to casting such a spell, the spell has a failure penalty of 15%. Training this skill negates the penalty.