The following items either complement weapons (are used with, or for, weapons, such as scabbards) or are “weapon-like” in that they can be used in combat to damage or inflict harmful conditions upon opponents.
|Caltrops||1 gp||2 lbs.||PZO1110|
|Caltrops, Vicious||50 gp||4 lbs.||GoG|
|Pommel, hollow||5 gp||—||PZO9410|
|Scabbard, combat||1 gp||1 lb.||PZO9410|
|Scabbard, false-bottomed||45 gp||1 lb.||PZO9410|
|Shield Sconce||1 gp||1/2 lb.||PZO9410|
|Undine Weaponshaft||+300 gp||—||PZO1121|
|Weapon blanch, adamantine||100 gp||1 lb./25||PZO1115|
|Weapon blanch, cold iron||50 gp||1 lb./20||PZO1115|
|Weapon blanch, silver||5 gp||1 lb./20||PZO1115|
|Weapon Cord||1 sp||—||PZO9410|
|Wrist Sheath||1 gp||1 lb.1||PZO9410|
|Wrist Sheath, spring-loaded||5 gp||1 lb.1||PZO9410|
A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.
These specially modified caltrops have clusters of needle-sharp spines that are slightly longer and more brittle than those on normal caltrops. Like standard caltrops, a 2-pound bag of vicious caltrops covers a 5-foot-square area. Vicious caltrops work just like normal caltrops, save that they have an attack bonus of +4, do 1d2 points of damage, and require a DC 20 Heal check to fully treat.
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel is a DC 15 Perception check.
This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat for a scabbard gives you additional combat options for using a scabbard. For the purpose of Fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.
This metal frame holds a torch and straps to the front of a light, heavy, or tower shield.
Undines incorporate a unique design when crafting shafted weapons such as quarterstaves, spears, and tridents. Instead of a solid shaft, the weapon is built around a pipe of wood or metal, with the butt end sealed and the front end left open. As a full-round action, an undine can make a single melee attack with the weapon and use her hydraulic push spell-like ability against the target of that melee attack. The weapon otherwise functions like a standard weapon of its type, and can be made of special materials (such as mithral or adamantine) and masterwork quality.
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action*, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).