Capítulo 3: DISEÑO Y CONSTRUCCIÓN
3.3. Sistema de control
3.3.2. Motores
This listing of miscellaneous weapons contains specific types of weapons that are unusual in their design or use, and do not easily fit into the other categories. Many miscellaneous weapons are either chain or rope weapons and have special properties and forms of attack unavailable to other weapons. These are listed in the descrip-tions.
Alivazoor: This weapon is a long rope attached to an iron grapple.
Though typically used for climbing (as a 10-foot long grappling hook), the alivazoor may also be used to entangle an opponent. The weapon must be wielded with both hands to be effective. It is a favorite weapon of Reanaarian rogues, being both a reach and a double weapon.
D&D players should note that the alivazoor also uses the same rules as a dire flail, plus the following: As a reach weapon, the aliva-zoor can strike opponents 10 feet away, and can be used against an adjacent opponent. Of course, in this instance it cannot be used as a double weapon.
Awl: This small, hand-held tool is similar in appearance to an icepick. It is used for boring small holes in leather or wood. As a last resort, it may also be used as a weapon.
Baton: This blunt, wand-like practice sword is made of ash wood or whalebone and frequently used in tournaments and friendly competitions. These competitions are only for squires and young knights who hope to show off their skills for more mature knights and nobles. A baton can only deal nonlethal damage.
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Bola: Primarily a Dejy weapon, the bola consists of three long leather straps with a leather sack attached to each end. Inside each sack is a heavy round weight of stone or iron. The bola is thrown by spinning the weapon around the head, then throwing it low to wrap around the legs of the victim, the weight of the balls cinching the straps tightly around the legs. With its 10-foot length, and a skilled thrower, the bola can be a very effective weapon. Other variations include throwing the bola to bind the enemy’s arms at his sides, crushing or strangling the windpipe, or wrapping the bola around the head to crush the skull. Northern Fhokki versions are lighter, for use against small birds and game animals.
D&D players may find more information on this weapon in Chapter 7: Equipment of the D&D Player’s Handbook.
Boomerang: Except for its special design that allows it to return to the thrower (a full round action), a boomerang is simply another type of throwing stick (see below). It is most common in the hands of Dejy residing in and around the Obakasek Jungle. The boomerang’s thrower must make a ranged attack roll against AC 12 to catch the weapon when it returns.
Brass Knuckles: This simple weapon is a heavy piece of bronze with four holes through which the wielder slips his fingers. It is also known as a “face bruiser.” This weapon allows the wearer to deal normal damage rather than nonlethal damage with unarmed strikes.
Cost and weight given in the table are for a single hand only. Your opponent cannot use a disarm action to disarm you of brass knuckles.
Chain, Single-Spiked: The Malavla (Dejy) wield this parrying chain with a T-shaped handle on one end and a sharp iron spike on the other.
D&D players should note that the single-spiked chain uses the same rules as the standard spiked chain in Chapter 7: Equipment of
the D&D Player’s Handbook, but gives only a +1 bonus on opposed attack rolls to disarm.
Chain, Spiked: D&D players may find more information on this weapon in Chapter 7: Equipment of the D&D Player’s Handbook.
Chain, Star: The star chain is a 5 to 10 foot long Malavla (Dejy) chain whip. One end is a ring, and on the other is attached a weighted, star-shaped slashing blade. The star chain is most effec-tive against unarmored opponents.
D&D players should note that the star chain uses the same rules as the standard spiked chain in Chapter 7: Equipment of the D&D Player’s Handbook, but gives only a +1 bonus on opposed attack rolls to disarm.
Chain, Weighted: The weighted chain is a weapon with a sickle-like blade attached to a short shaft. At the other end of the shaft is a long chain with a weighted end.
D&D players should note that the weighted chain uses the same rules as the standard spiked chain in Chapter 7: Equipment of the D&D Player’s Handbook, but gives only a +1 bonus on opposed attack rolls to disarm.
Chakram: The chakram is a flat steel ring with a sharpened edge, some 5 to 12 inches in diameter and of varying thickness. The chakram may be thrown or hurled like a discus. Some skilled throwers twirl the blunt inside edge around a finger to gain velocity, and then withdraw at the right instant. The Dejy favor this method, as it is surprisingly accurate with some practice. This ancient weapon is said to originate in the unfathomable Khydoban Desert.
D&D players should note that the chakram also follows the same rules as the shuriken in Chapter 7: Equipment of the D&D Player’s Handbook.
Adalauv (Dej) Izaresh (Svimohz)
Jolamaris (Elven) Boomerang (Dejy)
Baton (Kalamaran) Trident, Half (Dejy)
Fang (Elven) Rat Catcher (Gnomish) Jynshak (Dejy)
Dornan (Dejy)
Bolas (Dejy) Star Chain (Dejy)
Tiger Claw (Dejy)
Eye Closer (Brandobian)
Throwing Irons Throwing Sticks
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Cherodo: A cherodo is a set of “brass” knuckles made of horn or bone, with a set of four small, triangular spikes above the knuckles where the fist impacts the opponent. When using these, the wielder throws glancing, slashing punches in order to do the most damage.
Each side of the cherodo also has a small spike, typically used by slamming one’s fist down on the victim’s head. They are generally found in and around the Khydoban Desert.
The cost and weight seen in the table are for a single hand only.
D&D players should note that the cherodo follows the same armed attack and disarm rules as the spiked gauntlet in Chapter 7:
Equipment of the D&D Player’s Handbook.
Claws, Iron Cat: These iron palm guards were developed in the ancient Elos Desert cities, and are now used in many areas of Tellene. These guards also have spikes on the palm for climbing.
This gives a +1 circumstance bonus on Climb checks, but does not stack with the check from a climber’s kit.
The cost and weight seen in the table are for a single hand only.
D&D players should note that the iron cat claws follow the same armed attack and disarm rules as the spiked gauntlet in Chapter 7:
Equipment of the D&D Player’s Handbook.
A monk using the claws can strike with his unarmed base attack, including his more favorable number of attacks per round, along with other applicable attack modifiers.
HackMaster: On very smooth surfaces where almost no nooks and crannies exist, these iron cat claws (sometimes seen as clawed gloves) add nothing to the thief ’s chance to climb walls. For smooth/cracked surfaces, claws add +5% to the climb walls chance, clawed boots (see Chapter 7: Tools, Gear and Equipment) also add +5%, and the two together add +10%. For any other type of surface, claws add +10%, clawed boots add +10%, and the combination adds +20% to the chance to climb walls success-fully. Neither alters rates of movement.
The use of claws reduces the chance to move silently by -5%, the use of clawed boots by -10%, and the combination by –15% if the thief attempts to move silently during his climb (such as trying to evade detection by guards atop a parapet).
Iron cat claws can also be used as melee weapons (and require no weapon proficiency for a character of the thief group). A successful hit inflicts 1 point of damage in addition to that normally deliv-ered by a fist blow. All damage is real.
Coup Stick: Only young Kakado (Dejy) warriors use this purposefully bent wooden spear. For each enemy the stick touches in battle, the warrior “counts coup.” The more coup a warrior has, the more he is respected in his tribe.
Dornan: This ancient parrying weapon is found in the ruins of the Khydoban Desert. The dornan resembles two opposite facing short spears attached to a buckler. Affixed to the buckler itself is a double-edged blade slightly shorter than a short sword.
The dornan is a double weapon, allowing you to strike with either spear end or the bladed buckler. D&D players should note that the dornarn can be used as if two-weapon fighting with a one-handed weapon and a light weapon (see Chapter 8: Combat, Two-Weapon Fighting in the D&D Player’s Handbook). Each spearhead is a piercing weapon, and the buckler blade is used as a slashing weapon.
The narrow buckler also gives the wielder a +1 bonus to his Armor Class, so long as he only attacks with one end of the dornan per round.
Elemental Wheel: This flat steel ring possesses three curved, three-pronged, spikes. These “flames” are set at the north, east and west points of the compass, with the wheel gripped at the south
point. Each wheel is forged as a single piece. Some are decorated with tassels or ribbons on either side of the grip. This unusual weapon originated long ago in the ancient Dejy cities of the Elos Desert.
Eye Closer: This small, hollow box-like device is a most unusual weapon. One end of the box is fitted with a mouthpiece and the opposite side ends in a short tube. The eye closer can be opened and filled with any number of powders (poisons, dust or ground glass, for example). These powders are then blown into the eyes of an opponent to cause temporary or permanent blindness (See Chapter 9: Concoctions).
Faakeiraa: This rare weapon comes only from the eastern Reanaaria Bay region, and simply consists of a pair of animal horns fastened together to point in opposite directions. The horns typically come from deer, though other animals’ horns may be used.
Steel spikes are occasionally added to the tips.
Fan, Metal: Lightfoot halfling use small iron fans to keep themselves cool during the hot summer months. These small, hand-held iron fans can also be used as a somewhat effective bludgeoning weapon when closed. In dangerous areas, some halfling fans are sharpened or have extra spikes for protection.
Fang: This is simply a thin, straight iron bar, at the ends of which are two short, sharp hooks. The hooks curve back towards the handle.
Flesh Grabber: These tiny iron pincers are held in the hand and used to grab and tear an opponent’s flesh, particularly the groin or neck.
Frying Pan: In a pinch, an iron cooking pan or skillet can be made into an emergency weapon. They are most commonly used in this way in tavern fights or kitchen brawls, for no self-respecting warrior would carry one about the countryside as a weapon.
Full Moon: This large iron ring has a short handle on one side.
The handle is an iron bar attached at each end to the ring via short, vertical iron bars to form a square shaped handle. Fitted to each outside corner of the handle are two curved blades, giving the handle the overall appearance of a crescent moon. Both the blades and the ring are sharpened. A monk using a full moon fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.
Gaff: This large, barbed hook is most commonly used for landing fish, but can also be used as a weapon. Because of its shape, it can be used to make trip attacks, or be dropped during your own trip attack to avoid being tripped by an opponent. Some pirates attach these hooks to their severed hands, but these hand-fitted gaffs cannot make trip attacks.
Garrote: A garrote is simply a narrow string or wire held at each end and used to choke a victim. Using a garrote is widely consid-ered dishonorable and evil.
To be effective, the target muse have exposed neck flesh (and need to breathe to live; a garrote is useless against undead or constructs).
The wielder of the garrote must make a successful attack roll against the target, using a called shot to the neck. This is not a touch attack.
Since the victim has little or no warning, he cannot catch a breath before suffering the effects of the attack. Also, properly used the garrote actually crushes the windpipe. The victim must make a Constitution check against DC 10 the first round. Each round thereafter, the DC increases by 1. When he fails his Con check, he begins to suffocate. That round, he drops to 0 hit points. The next round, he falls to –1 hit points and is dying. The round after that, he dies.