Item: Scizore of the Crab
A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits.
Activate 1 (manipulate)
Requirements Your last action was a successful Strike with this weapon, or you have a creature Grabbed with this weapon
Effect The target is grabbed until the end of your next turn. A grabbed creature can use the Escape action to get out of the Grab, and the Grab ends for a grabbed creature if you move away from it. This functions as the Grab creature ability.
Activate 1 (manipulate)
Frequency once per round
Requirements You have a creature grabbed with this weapon
Effect The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice.
Craft Requirements The initial raw materials must include a claw from a giant crab or similar creature.
Trait Effects
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Grapple: You can use this weapon to Grapple with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Scizore | - | Common | 1d6 |
| Spellguard Blade | 7 | Common | 1d4 |
| Main-Gauche | - | Common | 1d4 |
| Claw Blade | - | Uncommon | 1d4 |
| Kusarigama | - | Uncommon | 1d8 |
| Orc Knuckle Dagger | - | Uncommon | 1d6 |
| Piranha Kiss | - | Uncommon | 1d6 |
| Sai | - | Uncommon | 1d4 |
| Wish Knife | - | Uncommon | 1d4 |
| Tiger Fork | 5 | Uncommon | 1d8 |
| Bloodletting Kukri | 6 | Uncommon | 1d6 |
| Monarch | 6 | Unique | 1d4 |
| Guiding Star | 7 | Common | 1d4 |
| Spirit Fan | 7 | Rare | 1d4 |
| Deathseeker | 8 | Common | 1d4 |
| Eclipse | 8 | Unique | 1d4 |
| Skeletal Claw | 9 | Uncommon | 1d4 |
| Bayonet | - | Common | 1d4 |
| Chakram | - | Common | 1d8 |
| Fighting Fan | - | Uncommon | 1d4 |