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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 strap it on 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 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 small piercing weapons cannot use it as a slashing weapon).
Basic Stats:
Rarity: Uncommon to Rare
Size: S
Weight: 2
Type: Piercing/Slashing
Damage (piercing): 1d6 (critical 19-20/x2)
Damage (slashing): 1d8 (critical 19-20/x2)
Requirements: Proficiency with a piercing or slashing weapon of small
size
Notes: As with other weapons, a select few Daggerclaws are of masterwork
quality or have been enchanted with magical bonuses and/or abilities.
Weapon-specific Skills (Optional)
The following is a list of optional skills for use with the Daggerclaw. The
character can spend skill points to put ranks into these skills. All these
skills are considered cross-class skills, require at least 1 rank to be useful,
and do not have an associated stat. The DM is free to choose which of these
skills to allow, and may rule that one or more of these skills can only be
learned if the character has chosen the Weapon Focus feat for the Daggerclaw.
- Climbing, Daggerclaw
If a daggerclaw is worn while climbing, a character with no ranks in this skill
suffers a -2 penalty to their Climb checks for each Daggerclaw worn. By training
1 rank in this skill, these penalties are negated. When using a daggerclaw while
climbing a wooden surface, each rank in this skill grants a +1 bonus to their Climb
checks for each daggerclaw worn, up to a max of 2 ranks. Additional ranks will have
no effect.
- Ambidexterity Focus, Daggerclaw (Requires Dex 15+, no longer used as of 3.5 rules)
By training 2 ranks in this skill, the character may attack with the Daggerclaw
as though the character had the Ambidexterity feat. This skill is of
no benefit if the character already has the Ambidexterity feat. Also note that
this skill cannot be used in place of the Ambidexterity feat as a prerequisite
for any other feats.
- Two-Weapon Fighting Focus, Daggerclaw
By training 1 rank in this skill, the character may attack with the Daggerclaw
as though the character had the Two-Weapon Fighting feat. This skill
is of no benefit if the character already has the Two-Weapon Fighting
feat. Also note that this skill cannot be used in place of the Two-Weapon
Fighting feat as a prerequisite for any other feats.
- Somatics, Daggerclaw (spellcasters only)
When attempting to cast a spell while wearing a Daggerclaw, a character with no ranks in
this skill suffers a +10% chance of spell failure if the spell has a somantic component.
Training 1 rank in this skill negates the penalty.
Weapon-specific Feats (Optional)
The following are feats exclusive to the Daggerclaw. As these feats are
still experimental, any comments or suggestions you may have about them are
welcome. As always, it is up to the individual DM whether to allow a custom feat,
and whether that feat needs to be altered to preserve game balance.
- Unarmed Strike Focus, Daggerclaw (Monk only)
When a monk takes this feat, attacks made with the Daggerclaw count as though
making an unarmed strike.
- Cross-Rake (Requires: Two-Weapon Fighting, Base Attack +5)
This feat enables the character to use a special debilitating attack when wielding two
Daggerclaws. Attempting this feat counts as a full attack action.
The character makes an attack roll with each Daggerclaw, with a -2 penalty to
the attack rolls and a +2 bonus to the damage rolls. This attack form also causes
wounds that are far more painful than normal, which can make it more difficult for the
victim to fight.
If both attacks deal damage, the target must make a Fortitude save
(DC 10 + 1/2 attacker's Level + attacker's DEX modifier). Failing the save stuns
the target for 1 round, and the target suffers a -2 penalty to all attack rolls
and +10% chance of spell failure for the next 1d4+1 rounds.
This attack form can be attempted once every 5 rounds. However, subsequent attempts against
the same opponent will have no effect (other than the damage).
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