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Equipment Guide II

Greg Lynch, J. C. Alvarez

Publisher Mongoose

Publish date 2005

ISBN 1-904854-97-4

OGL Section 15 ueg2

Content Puller Mark Gedak

can be found on the following website

Grand OGL Wiki

These special gauntlets
are fitted with sharp iron nails, giving the wearer a claw attack. They look
like black leather gloves, except that each finger ends in a one-inch long,
slightly curved steel blade. Noticing the blades on these gloves requires a
successful Spot check (DC 15 while the gloves
are worn; DC 10 if they are found separately).

Iron nails originated as
a variation on the equipment of certain assassins and spies, which used fake
steel claws to Climb walls and make treacherous
attacks. By taking out Climbing usefulness and focusing on stealth and deceit,
modern weaponsmiths achieved this design, allowing the wearer to appear unarmed
by hiding his claws. The resulting blades are weaker yet much more vicious,
as they are built only for combat.

Iron nails are specially
designed for attacks striking the opponent’s weak spots, such as eye gouging
or throat-slitting. This, combined with the increased control given by the weapon’s
direct link to the wearer’s fingers, gives iron nails an increased critical
threat range. Iron nails may be used to automatically damage an opponent during
a grapple, instead of the normal unarmed damage.

A character fighting with
iron nails (and no other weapon) counts as being unarmed in all respects; attacks
made with iron nails are considered unarmed attacks, though the character benefits
from the Improved Unarmed
feat, if he has it, when wielding them. Iron nails allow the character
to wield other weapons without penalty, though he cannot make an iron nail attack
with the same hand he is wielding a weapon with. A character with iron nails
in one hand and another weapon in the other may fight as if wielding two weapons.
In this case, iron nails count as light weapons. A character wielding iron nails
as weapons gains a +4 circumstance bonus on all checks to avoid being disarmed.

Attacks (Simple)
Weapon Cost Damage (S) Damage (M) Critical Range Increment Weight Type Special
25 gp 1d4 1d6 18–20/x2 — 1 lb Slashing
or Piercing

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