Weapon Group: Close
Pictured here: 1) cestus, 2) rope gauntlet, 3) spiked gauntlet, 4) gauntlet, 5) iron brush, 6) sap, 7) dan bong, 8) tonfa, 9) wooden stake, 10) emei piercer, 11) iron claw or tekko-kagi, 12) brass knuckles, 13) fighting fan or tessen, and 14) war fan or gunbai.
Though they can seem dissimilar at first, the common theme for weapons in this group is getting up close to one's foe. Many of the weapons are only one step removed from bare-handed fighting, while others simply require the user to forgo the benefits of a traditional weapon and instead rely on their unexpected offensive implement and a willingness to close closer than most fighters are prepared for. Many of the weapons in this group are also quite light and suit characters for whom agility is key.
BLADE BOOT
Damage: 1d4, x2
Type: Light martial piercing
Special: Finesse
Description: Blade boots come with a spring-mounted knife in the toe of the boot that pops out when triggered by the right combination of toe presses. You can use a blade boot as an off-hand weapon. Releasing the knife is a swift action; rearming it is a full-round action. When the blade is extended, you treat normal terrain as difficult and difficult terrain as impassable.
Cost: 25 gp
Weight: 2 lbs
BRASS KNUCKLES
Damage: 1d3, x2
Type: Light simple bludgeoning
Special: Finesse, monk
Description: These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike. You may hold—but not wield—a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a successful concentration check (DC 10 + the level of the spell you’re casting). Brass knuckles can’t be disarmed.
Cost: 1 gp
Weight: 1 lb
CESTUS
Damage: 1d4, 19-20/x2
Type: Light simple bludgeoning
Special: Finesse, monk
Description: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a -2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can’t be disarmed.
Cost: 5 gp
Weight: 1 lb
DAN BONG
Damage: 1d3, 19-20/x2
Type: Light exotic bludgeoning
Special: Blocking, finesse, monk
Description: These short, blunt sticks are held in the hands to enhance unarmed martial techniques and secured by a cord looped over the thumb. They provide the wielder with the ability to lock an opponent and target pressure points, granting you a +2 bonus on combat maneuver checks to Grapple.
Cost: 1 sp
Weight: —
EMEI PIERCER
Damage: 1d3, 19-20/x2
Type: Light exotic piercing
Special: Finesse, monk
Description: This weapon is used to augment unarmed martial techniques. It consists of an 8- to 10-inch-long, dual-pointed steel spike set on swivels and mounted on a ring, so that it can be spun around at high speeds when slipped over the wielder’s ring finger. The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks.
Cost: 3 gp
Weight: —
FIGHTING FAN [TESSEN]
Damage: 1d4, x3
Type: Light martial piercing or slashing
Special: Blocking, distracting, finesse, monk
Description: Made to resemble a courtier’s fan, this device consists of silk paper stretched and folded over a collapsible frame of hardened steel. Folding fans are typically wielded in pairs using a technique that distracts the opponent and intercepts attacks. The fans sport sharp tips, which can be poisoned.
Cost: 5 gp
Weight: 1 lb
GAUNTLET
Damage: 1d3, x2
Type: Light simple bludgeoning
Special: Finesse
Description: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors come with gauntlets. A gauntlet can't be disarmed.
Cost: 2 gp
Weight: 1 lb
HEAVY SHIELD
Damage: 1d4, x2
Type: One-handed martial bludgeoning
Special: —
Description: You can bash with a heavy shield instead of using it for defense. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Cost: 7 gp (wood) or 20 gp (steel)
Weight: 10 lbs (wood) or 15 lbs (steel)
HEAVY SPIKED SHIELD
Damage: 1d6, x2
Type: One-handed martial piercing
Special: —
Description: A heavy shield fitted with protruding metal spikes, it inflicts damage as one size category larger when used to bash.
Cost: 17 gp (wood) or 30 gp (steel)
Weight: 15 lbs (wood) or 20 lbs (steel)
GARROTE
Damage: 1d6, x2
Type: Two-handed exotic slashing
Special: Grapple
Description: Used for strangulation, a garrote is a thin strip of twine or wire with handles for gripping. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the -4 penalty for not having two hands free) to successfully begin garroting your opponent. Precision damage (like sneak attack) does not apply to a garrote. A garroted target must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech.
While garroting a target, you can cut off their air supply so they begin suffocating. Any round you do not maintain the choke, your opponent can take a breath and restart when they have to begin making Constitution checks.
Cost: 3 gp
Weight: 1 lb
HOOK HAND
Damage: 1d4, x2
Type: Light simple piercing
Special: Disarm, finesse
Description: A curved, metallic prosthesis that replaces a lost hand. Hook hands generally do not interfere with routine activities, but you cannot use another weapon two-handed if you have a hook hand attached. You cannot use any type of weapon if both your hands are hook hands, and you may have trouble with routine activities. A hook hand cannot be disarmed.
Cost: 10 gp
Weight: 1 lb
IRON BRUSH
Damage: 1d3, x2
Range: 10 ft
Type: Light martial piercing
Special: Finesse
Description: This is an iron-handled version of a scholar’s brush with a sharpened end. Though it does little damage, it is easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal an iron brush on your body) and can be thrown short distances, or used to jab at key nerve clusters and acupuncture points to surprisingly devastating effect.
Cost: 2 gp
Weight: —
IRON CLAW [TEKKO-KAGI]
Damage: 1d3, x2
Type: Light exotic piercing
Special: Disarm, finesse
Description: This device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm. It can be used as an offensive weapon, defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to sunder swords or other slender-bladed weapons.
Cost: 2 gp
Weight: —
LIGHT SHIELD
Damage: 1d3, x2
Type: Light martial bludgeoning
Special: Finesse
Description: You can bash with a light shield instead of using it for defense. If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Cost: 3 gp (wood) or 9 gp (steel)
Weight: 5 lbs (wood) or 6 lbs (steel)
LIGHT SPIKED SHIELD
Damage: 1d4, x2
Type: Light martial piercing
Special: Finesse
Description: A light shield fitted with protruding metal spikes, it inflicts damage as one size category larger when used to bash.
Cost: 13 gp (wood) or 19 gp (steel)
Weight: 10 lbs (wood) or 11 lbs (steel)
PUNCHING DAGGER [KATAR]
Damage: 1d4, x3
Type: Light simple piercing
Special: Finesse
Description: A punching dagger’s blade is attached to a horizontal handle that projects out from the fist when held.
Cost: 2 gp
Weight: 1 lb
ROPE GAUNTLET
Damage: 1d4, x2
Type: Light exotic bludgeoning or slashing
Special: Finesse, monk
Description: By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rock-hard weapons easily capable of killing in a fistfight. Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied the gauntlet can be worn for a day; removing a rope gauntlet takes 1 full round. When wearing rope gauntlets, you are considered armed and your attacks deal normal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage. When using a rope gauntlet, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a -2 penalty on all precision-based tasks involving that hand (such as opening locks). A rope gauntlet can’t be disarmed.
Cost: 2 sp
Weight: 2 lbs
SAP
Damage: 1d6, x2
Type: Light martial bludgeoning
Special: Finesse, nonlethal
Description: This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.
Cost: 1 gp
Weight: 2 lbs
SPIKED ARMOR
Damage: 1d6, x2
Type: Light martial piercing
Special: Finesse
Description: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. Armor spikes can’t be disarmed.
Cost: +50 gp
Weight: +10 lbs
SPIKED GAUNTLET
Damage: 1d4, x2
Type: Light simple piercing
Special: Finesse
Description: This is a gauntlet of thick leather or metal with blades or spikes protruding from above the knuckles, allowing the wearer to stab with the force of a punch. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot disarm you of spiked gauntlets.
Cost: 5 gp
Weight: 1 lb
TONFA
Damage: 1d6, x2
Type: Light martial bludgeoning
Special: Blocking, finesse, monk
Description: These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.
Cost: 1 gp
Weight: 1 lb
TRI-BLADED KATAR
Damage: 1d4, x4
Type: Light simple piercing
Special: Finesse
Description: Where most punching daggers boast a single thick blade, the tri-bladed katar features a fan of three splayed razor edges. Any effects that apply to a punching dagger also apply to a tri-bladed katar.
Cost: 6 gp
Weight: 2 lbs
WAR FAN [GUNBAI]
Damage: 1d6, x3
Type: One-handed martial bludgeoning or slashing
Special: Blocking, distracting, monk
Description: Originally meant as a means for a commander to communicate orders across the loud chaos of the battlefield, the war fan evolved to also provide defense. A single, solid piece fashioned out of iron or steel, they can be used as heavy metal clubs or like axes, with the sharpened edges.
Cost: 13 gp
Weight: 3 lbs
WOODEN STAKE
Damage: 1d4, x2
Type: Light simple piercing
Special: Finesse
Description: This close combat weapon is just a sharpened piece of wood. Iron spikes that are used as weapons deal damage as wooden stakes.
Cost: —
Weight: 1 lb