Wrist blade?


Pathfinder First Edition General Discussion


I thought there was a wrist mounted blade in some book. Like Assassin creed kind.


There is a spring loaded wrist sheath in the Adventurer's Armory.


I would count any wristblade simply as armour spikes (change the dmg type from spike to slashing)

Dark Archive

Tryn wrote:
I would count any wristblade simply as armour spikes (change the dmg type from spike to slashing)

+1

In 3.5s sandstorm there is a similar exotic weapon. Does a d6 20/x3 and deals an extra d6 vs flatfooted opponents

Liberty's Edge

That's the fingerblade Name's talking about. It's more of a long spike at the end of an angled handle (like the handle of Count Dooku's lightsaber in the Star Wars movies.) Sword and Fist from 3.0 had the blade gauntlet. I don't have my copy with me, but I remember it basically being Wolverine's claws attached to an iron fist. I think it does 1d6 slashing damage with a 19-20 x2 crit. There's an infamous typo in the book that actually lists the weapon with a 17-20 crit range, but that was cleared up by some errata that came out later.

The same book also has something called Panther Claws or something like that, and they're kind of like nekode except they're worn on the outside of the hand rather than in the palm. I could post the stats for both later when I have a chance to look at my books.

There's also the pata, which is in Adventurer's Armory. That's the blade mounted to end of a gauntlet. It does 1d6, x3.


Ntin pretty much named the one I was thinking of that was pathfinder based.

In 3.5 Sleeve blade functioned as a assassins creed knife. I think there was also something for quintessential rogue.

Its basically intended to have a spare weapon that is in easy access and usability, while maintaining an illusion of being unarmed.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Treat it as an exotic short sword, same stats (unless your feeling generous, in which case you can make it 18-20 x2 instead). If you don't have the feat, treated as a short sword permanently mounted to a wrist sheath, if you have the feat, full round action to attack and retract the blade, the equipment and your training gives you +5 to your sleight of hand to hide the whole action.

I know they've published others, but the above is how I'd do it to get the flavor of Assassins Creed and keep it balanced.

Liberty's Edge

Take the spring-loaded wrist sheath in Adventurer's Armory. Add a dagger. It's not much of a stretch to say you had one made so that the blade sticks out, rather than just dropping the dagger in your hand.

For bonus Assassin's Creed-ness, have an enchantment put on it to extend/retract the blade at will. I'd base it on Mage Hand, so it'd be pretty cheap.


LordRiffington wrote:

Take the spring-loaded wrist sheath in Adventurer's Armory. Add a dagger. It's not much of a stretch to say you had one made so that the blade sticks out, rather than just dropping the dagger in your hand.

For bonus Assassin's Creed-ness, have an enchantment put on it to extend/retract the blade at will. I'd base it on Mage Hand, so it'd be pretty cheap.

I took a really long time looking for a piece of gear similar to this. I took the spring loaded heavy wrist launcher and had a tinkerer inventor gnome npc customise it so that with quick draw it was a free action to spring out but took a move action to load the blade back in the wrist launcher. My rogue fighter had the underhanded rogue talent and i talked it through with my dm that as long as the enemy hasn’t seen my blade i could get in the max sneak damage and after the enemy would be immune to The ability for 24 hours. Making the talent much more valuable if you skip the “in the surprise round” part. Hence, made sense that a hidden blade while the oppenent is unaware of its presence would be a complete surprise in melee combat. We just skipped the part of magic since my character has a special hatred for spellcasters and people who rely on magics instead of wits and strategy.


LordRiffington wrote:
Take the spring-loaded wrist sheath in Adventurer's Armory. Add a dagger. It's not much of a stretch to say you had one made so that the blade sticks out, rather than just dropping the dagger in your hand.

Personally, if I was going for a wrist-blade, I'd basically do this but instead of a normal dagger it would be a punching dagger. I've never actually played Assassin's Creed, but every time I've ever seen the wrist-blade being used otherwise it's generally been a thrust.


Seven year is a long time to wait for a reply.


Aww man, this time I got roped into it. So many necroposts of late. Usually there's several pages to catch myself before replying.

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