A lynxpaw is a double weapon, consisting of a length of finely wrought steel chain with a blade similar to a rapier at one end and a spiked weight at the other. A character can fight with it as if fighting with two weapons, but if he does, he incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160 of the Player's Handbook). The lynxpaw's rapier end is a piercing weapon that deals 1d6 points of damage (18-20/x2). The lynxpaw's spiked weight end, which resembles a feline paw with the claws extended (hence the name), is a slashing weapon that deals 1d4 points of damage (20/x3). A character can use either end as the primary weapon; the other end becomes the off-hand weapon. A creature wielding a lynxpaw in only one hand can't use it as a double weapon and can only use one end of the weapon in any given round.
A proficient character can make trip attacks with a lynxpaw's chain. If he is tripped during his own trip attempt, he can drop the lynxpaw to avoid being tripped.
When using the lynxpaw's chain, the character gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed himself if such an attempt fails).
A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with a lynxpaw sized for him, even though it isn't a light weapon.
|Exotic Weapon - Melee|
|Crit||18-20/x2 or 20/x3|
Races of the Wild
|Double weapon, two-handed weapon|
Preferred weapon of: No known deity.