Spider Claw

These claws can latch on and tear into an enemy!

weapon (melee)

Weapon: Katar
Prof. Bonus: +3
Damage: 1d6
Properties: Off-hand, high crit
Enhancement: + ___ Attack rolls and damage rolls
Critical: + ___ d ___
Power (At-Will): Minor Action. Weapon becomes arm slot armor (“bracer”) with +2 armor bonus. Cannot attack with weapon. Hands are free for use.
Power (At-Will): Minor Action. Bracer becomes Katar weapon with above stats. No armor bonus. Hands are occupied.
Power (Daily): Minor Action. Use this power when you hit with this weapon. Target is grappled for 1[W] per Spider Claw you wield actively. Maintain minor. Save ends.


Spider claws are usually worn folded back as arm guards until they are needed at which point they spring forward into large metal hands with blades at the tips. Each finger is controlled by a puppeteer wire, giving the user both power and dexterity with the weapon.

Notes: This item is upgradable by Tinkerers, Blacksmiths, and Artificers. Upgrades can change the enhancement bonuses, critical bonuses, special abilities, and item powers. D.M. approval required.

Spider Claw

Of Steam and Magic Zaseishin