Savage Tide 2011
|Light Melee Weapons|
|One-Handed Melee Weapons|
|Harpoon||15gp||1d8||1d10||×2||30 ft.||6 lb.||P|
|Two-Handed Melee Weapons|
|Kaua’Koi||n/a||1d6/1d6||1d8/1d8||18-20/x2||-||5 lb||B,P or S|
Olman warriors and zombie masters make use of numerous indigenous weapons in their day-to-day survival on the treacherous Isle of Dread. Parties seeking to brave the dangers of the isle might do well to master the Olman’s arsenal.
Japute: The talon of a pterodactyl, deinonychus, or other powerful predator is mounted onto a wooden handle with several leather straps attached. The japute is then wound onto the wielder’s wrist and forearm with the strips of leather. Properly equipping or removing a japute requires a full-round action that provokes attacks of opportunity.
While wielding a japute, you gain a +6 bonus on any roll made to keep from being disarmed in combat and a +2 bonus on Climb checks. A japute is classed as a monk weapon.
This vicious scrimshaw weapon is fashioned from large lengths of bone harvested from Huge creatures. Several hand notches are carved all over the bone, while the rest is sculpted into spurs, blades, and polished nodules. Fighting with a kaua’koi is a high art, involving constantly switching grips to make the most of this versatile weapon. In many tribes, carving one’s own kaua’koi is a right of passage marking a young Olman’s mastery of war arts. A kaua’koi cannot be bought, but is either crafted by the owner handed down in a family or rarely given as a gift.
A kaua’koi is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, on page 160 of the Player’s Handbook). A creature wielding a kaua’koi in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round. If proficient with a kaua’koi, you may choose the type of damage you deal with each attack.
This hard piece of koa wood studded with rows of razor sharp shark’s teeth tears opponents to shreds. Koa is remarkably light, yet stronger than most other woods.
The harpoon is an exotic melee weapon. It appears like a spear, with a barbed metal head and a slender, 30-foot-long chain runs from the harpoon’s end. If a kharpoon deals damage, the target must succeed on a Reflex save (DC 10 + the damage dealt) or be harpooned. A harpooned creature moves at half speed, cannot charge or run, and must make a DC 15 Concentration check to cast a spell. On a failed check, it loses the spell. If a proficient user holds onto the chain, the harpooned creature must make an opposed Strength check to move more then 30 feet away from the harpooner.
A harpooned creature can pull the harpoon out if it has two hands free and takes a full-round action to do so. Removing the harpoon in this way deals 1d10 points of damage to the harpooned creature. A successful DC 15 Heal check allows the removal of the harpoon without any additional damage.