NEW WEAPONS
These weapons appear in Pirates of the Inner Sea and Freeport: The City of Freeport.
Belaying Pin: Belaying pins are used to secure ropes on ships and can double as bludgeons when no other weapon is near at hand.
Boarding Axe: Basically a hand axe with a backward-pointing spike, a boarding axe is used to chop through hatches or rigging, to drag burning debris off a shop, or as a weapon. A boarding axe is a one-handed martial weapon that uses the same statistics as a hand axe, except it deals slashing or piercing damage. In addition, the spike grants a +2 circumstance bonus on Climb checks on wooden surfaces.
Cat-o'-Nine-Tails: A cat-o'-nine-tails, also known as the "captain's daughter," is a short whip made of nine knotted thongs about 3 feet in length, designed to lacerated and inflict great pain without doing serious permanent damage. A cat-o'-nine-tails deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
Cutlass: A cutlass is a short, curved sword with a single sharp edge. Pirates favor cutlasses because the blade is sharp enough to cut through rigging (and enemy sailors) but is short enough to use in crowded shipboard melees.
Harpoon: A harpoon is a barbed spear with an attached rope 50 feet or less in length. If you are proficient with a harpoon, then it is a grappling weapon. On a successful critical hit with a weapon of this type, you can grapple the target of the attack. You can then attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon's reach, the grapple ends. The harpoon's weight includes the weight of 50 feet of hemp rope--it can lightened by using shorter or lighter rope.
Hook Hand: Pirates who lose a hand in the course of the their adventures sometimes attach hooks to their wrists. Your opponents cannot use a disarm action to disarm you of a hook 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. It takes 1 minute to attach or detach a hook hand.
Yatagan: A yatagan is a long, curved sword with a large disk-shaped pommel. Many yatagans also have a thin hand guard. These weapons are favored by the azhari, but uncommon otherwise. You can use the Weapon Finesse feat with a yatagan sized for you, even though it isn’t a light weapon. You cannot wield a yatagan in two hands. With a yatagan, if you make an attack or combat maneuver that prompts a combat performance check, you gain a +2 bonus on that check.
SPECIAL SUBSTANCES & DRUGS
Captain’s Grog: On the wild seas of the Serpent’s Teeth, a captain’s first concern (aside from being attacked by pirates, of course) is a mutinous crew. Many captains have turned to the brew of rum and tropical herbs now called “captain’s grog.” It is an open secret that the crews of naval vessels are routinely issued casks of the grog instead of plain rum, and many captains wouldn’t consider sailing without it. In game terms, dependency on captain’s grog is treated as alcohol addiction. A cask holds enough fluid to serve a typical crew drinks for two weeks.
Liver Tonic: A foul mixture of kahve, cheap wine, poppy extract, and a few other ingredients, “Master Hovith’s Tired Liver Tonic” is said to be the cure for just about any ailment. In truth, it leaves its users reeling.
Type ingested; Addiction minor, DC 12
Price 140 gp
Effect 1d6+3 hours; damage reduction 2/-, half damage from nonlethal attacks; fatigued, -2 on all ability and skill checks
Damage 1d2 Dex
Sandman's Kiss: This slightly bitter smelling, and tasting, light amber liquid is a favorite of bar owners all over Freeport, but it finds most use in the Docks. Sandman's Kiss is a handy way to slow down very troublesome customers before they become problems. Of course it is subject to abuse and more than one fellow minding his own business has found himself awakening in the bowels of some ship out to sea after accepting one "on me."
Sandman's Kiss must be put in a drink, preferably ale or another bitter concoction. This helps mask both the smell and odor of the Kiss. Downing a mouthful of a drink spiked with Sandman's Kiss is enough to force a DC 13 Fortitude saving throw (or DC 18 if the person is already drunk). On a failed save, the imbiber becomes unconscious (treat as a nonmagical sleep effect). The effects of Sandman's Kiss lasts for 60 minutes, minus 10 minutes times the imbiber's Constitution modifier; i.e. a person with a 14 Constituion (+2 modifier) would be incapacitated for 40 minutes while a person with a 7 Constitution (-2 modifier) would be incapacitated 80 minutes. On a successful save, the imbiber is staggered for 1d4 minutes. A DC 15 Craft (alchemy) check is rewuired to concoct a dose of Sandman's Kiss.
[Source: Treasures of Freeport]
Snake Weed: This drug is nothing more than the dried petals of a sunburst flower. Its users become sluggish and lethargic, but they gain some measure of mental resilience.
Type inhaled; Addiction minor, DC 11
Price 1 sp
Effect 1d3 hours; +1d3 alchemical bonus to Will saves, -2 initiative
Effect after 1 hour; -2 Wis, 1d4 hours of fatigue
Damage 1 Wis