Hobgoblin Trench Knife (3.5e Equipment)

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Hobgoblin Trench Knife --Pyper
Exotic Light Melee
Critical: 19-20/x2
Range Increment:
Type: Slashing & Piercing & Bludgeoning
Hardness:
Size Cost1 Damage Weight1 hp
Fine * *
Diminutive * *
Tiny * *
Small 20 gp
Medium 20 gp 1d6/1d4 3 lb
Large
Huge * *
Gargantuan * *
Colossal * *
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

The Hobgoblin trench knife is much like other trench knives, except it has a sword-breaker blade and a large basket hilt for parrying. This Medium weapon is essentially a sturdy-bladed dirk or short sword, with large 'teeth' or serrations along the back edge--designed to entrap opponents' blades. The normal offensive purpose of the Hobgoblin trench knife is obvious--damage dealt through slashing and piercing strikes, or using the basket hilt to deal bludgeoning damage. The defensive aspect involves the basket hilt. At will, the user may decide to use the trench knife as a buckler, granting a +1 shield bonus to AC. This is instead of attacking with the blade, trying to trap an opponent's blade, or striking with the basket hilt. To use the trapping function, the user must ready an action with the trench knife (which means taking no bonus to AC and making no normal attack during that round). When an opponent attacks (and misses) with a bladed weapon of the knife/sword variety--not axes, etc--the user may roll a melee touch attack to determine if the blade is trapped. When entrapping an opponent's blade, the user can either choose to keep it from being used, or (with a successful Str check) actually break the trapped blade. The DC is based on blade size/type, as follows: 1d1--DC10, 1d2/1d3--DC11, 1d4--DC12, 1d6--DC13, 1d8/2d4--DC14, 1d10--DC15, and 1d12/2d6--DC16. The Hobgoblin trench knife is an exotic weapon, but Hobgoblins may treat them as martial weapons.



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