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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.
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