Regional Exotic Weapons

REGIONAL EXOTIC WEAPONS


Original Source(s): Complete Warrior, Eberron Campaign Setting, Frostfell, Ghostwalk, Planar Handbook, Races of Eberron, Races of Stone, Races of the Wild, Sandstorm, Secrets of Sarlona, Secrets of Xen'drik. 

Exotic Light Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Adarran Cutting Wheel

15 gp

1d4

1d6

19—20/×2

10 ft.

1 lb.

Piercing and slashing

disarm, monk

* Aereni Crescent Fan

40 gp

1d4

1d6

19—20/×2

3 lb.

Slashing

surprise attack

* Aundairian Lightblade

50 gp

1d4

1d6

18—20/×2

3 lb.

Piercing

disarm, trip

Lhazzar Fingerblade

45 gp

1d4

1d6

×3

2 lb.

Piercing

precision damage

Q'baran Bola Mace

5 gp

1d4

1d6

×2

10 ft.

4 lb.

Bludgeoning

disarm, trip

Xen'drik Long Knife

15 gp

1d4

1d6

19—20/×2

10 ft.

2 lb.

Piercing

precision damage

Zil Quickrazor, Gnome

45 gp

1d3

1d4

19—20/×2

1 lb.

Slashing

concealed, feint

Exotic One-Handed Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

* Aundairian Thinblade

100 gp

1d6

1d8

18—20/×2

3 lb.

Piercing

finesse

Brelish Whipsword

70 gp

1d6

1d8

19—20/×2

3 lb.

Slashing

concealed, finesse

† Demonskull Club

15 gp

1d6

1d8

×4

8 lb.

Bludgeoning and piercing

disarm, trip

Riedran Hook Sword

40 gp

1d4 or 1d6

1d6 or 1d8

×2

4 lb.

Piercing or slashing

disarm, monk

Stormreach Flutter Blade

15 gp

1d4

1d6

19—20/x3

2 lb.

Piercing or slashing

See text

Exotic Two-Handed Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

* Cyran Courtblade

150 gp

1d8

1d10

18—20/×2

6 lb.

Piercing or slashing

finesse

Darguul Mancatcher

20 gp

1d3

1d4

×2

8 lb.

Bludgeoning

reach, nonlethal

Droammite Greathammer

30 gp

1d10

1d12

×4

30 lb.

Bludgeoning

sunder

Eldeen Bladebow

150 gp

1d4

1d6

19—20/×2

5 lb.

Slashing

double weapon

Karrnathi Jovar

500 gp

2d4

2d6

18—20/×2

13 lb.

Slashing

 

‡ Marcher Greatspear

25 gp

1d10

2d6

×3

10 ft.

9 lb.

Piercing

 

Mror Ramhammer

100 gp

1d8

1d10

×2

15 lb.

Bludgeoning

reach, bull rush

Riedran Zulaat

80 gp

1d6/1d6

2d4/2d4

×3

12 lb.

Slashing

double weapon

Seren Sugliin

35 gp

2d6

2d8

×2

20 lb.

Piercing and slashing

unweildy

Talenta Sharrash

18 gp

1d8

1d10

19—20/×2

10 lb.

Slashing

reach, trip

Talenta Tangat

40 gp

1d8

1d10

18—20/×2

8 lb.

Slashing

reach

Xen'drik Scorprion Chain

25 gp

1d3

1d4

19—20/×2

12 lb.

Slashing

reach, disarm, trip, finesse

Exotic Ranged Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Adarran Annulat

30 gp

1d4

1d6

19—20/×2

30 ft.

1/2 lb.

Slashing

reduce cover

Eldeen Bladebow

150 gp

1d6

1d8

×3

80 ft.

5 lb.

Piercing

double weapon

Talenta Boomerang

15 gp

1d3

1d4

×2

30 ft.

1 lb.

Bludgeoning

boomerang

Thrannish Greatbow

150 gp

1d8

1d10

×3

120 ft.

6 lb.

Piercing

 

Thrannish Greatbow, composite

200 gp

1d8

1d10

×3

130 ft.

6 lb.

Piercing

 

Xen'drik Boomerang

20 gp

1d4

1d6

×2

20 ft.

2 lb.

Piercing

boomerang

 

*These weapons were formerly known as the Elven Lightblade, Elven Thinblade, and Elven Courtblade. Elves in Eberron are not associated with these weapons, and therefore they do not benefit from Weapon Familiarity with them.

+This weapon was formerly known as the Gnome Quickrazor. In Eberron, the weapon is also specifically associated with the region of Zilargo, and any humans from that region benefit from Weapon Familiarity with it.

This weapon is associated with the Demon Wastes region. Humans from that region benefit from Weapon Familiarity with it.

‡This weapon is associated with the Shadow Marches region. Humans from that region benefit from Weapon Familiarity with it.

 

 

Weapons Descriptions

Adarran Annulat: This exotic ranged weapon, invented by the shadow watchers of Adar, appears as a perfectly circular, nearly paper-thin hoop forged from a dark iron-like metal and sharped on the outside edge. The Adaran annulat's diameter is a little over 1 foot. The band of metal, while thin, measures some 2 inches in breadth.

    When thrown, an Adaran annulat sails through the air with deadly accuracy, its cross-section so thin that it is almost invisible. Those proficient with the Adaran annulat are particularly accurate with the throwing hoop and can make it curve somewhat in flight. Targets who gain a cover bonus to their Armor Class have that bonus reduced by 2.

 

Adarran Cutting Wheel: Handheld weapons that surround the fist with a blade, Adarran cutting wheels come in many varieties. A solid circle of metal that has one small area wrapped in leather as a handle is the basic style. The rest of the wheel is bladed and features protrusions for piercing and tearing at evenly spaced intervals. To protect the hand and aid in gripping, a bladed guard is forged just above the grip on the inside of the wheel. The kalashtar have taken the basic "wheel" form and created triangular weapons that their soulknives often mimic (though their blades have normal soulknife statistics).

    Because of its size and protected grip, a cutting wheel grants a +2 bonus to CMD against disarm. A monk who is proficient with the cutting wheel can treat it as a special monk weapon.

 

Aereni Crescent Fan: The elves of Aerenal have developed these exotic weapons to be beautiful as well as deadly. When not in use, an crescent blade folds into a compact shape not too much larger than a wand. However, with a mere flick of the wrist, the many segments of a Aereni crescent fan slide into view and lock into place. The vanes of the fan are shin, razor-sharp steel sheets.
    When you attack a flat-footed foe with it, you gain a +4 bonus on the attack roll.

    Many masterwork versions of Aereni crescent fans feature scenes of Aerenal, or other artistic imagery, etched into the metal segments, completing a single image when the weapon is unfurled.

 

Aundairian Lightblade: This weapon is constructed like a rapier, but is only the size of a shortsword, and only weighs as much as a dagger. Swashbucklers and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some Aundairian nobles carry a lightblade— often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren't proficient in its use.

 

Aundairian Thinblade: This rapier-like weapon is the size of a longsword, but much lighter. Swashbucklers and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of an enemy.
    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an Aundairian thinblade.

 

Brelish Whipsword: This weapon appears to be a short cane or walking stick carved with abstract designs. In its normal form, the Brelish whipsword functions as a club, but it features a catch that can be triggered as a free action, releasing a flexible sharp-edged metal ribbon from the end of the stick. Another press of the catch likewise retracts the metal ribbon back into the cane as a swift action.
    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a Brelish whipsword sized for you, even thought it isn't a light weapon. You can't wield a Brelish whipsword in two hands in order to apply 1-1/2 times your strength bonus to damage rolls.

    Brelish whipswords can be magically enhanced as if they were double weapons, with one set of enhancements corresponding to the "sheathed" club form of the weapon, and one to the slashing ribbon form. A masterwork Brelish whipsword is masterwork in both forms, but unlike most double weapons, costs only +300 gp total (instead of +600 gp).

    Brelish whipswords are popular among changelings because they are easily concealed. They grant a +4 bonus on Sleight of Hand checks to conceal their nature as a weapon, and the Perception check must be made while frisking you.

 

Cyran Courtblade: Once high-fashion among dueling nobles of Cyre, these now-exotic swords seem impossibly long and thin, tapering into a needle-like point. One edge of the blade is sharped along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A Cyran courtblade has a basket-shaped hilt (usually artistically decorated), a long grip, and a heavy pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well.

    A character proficient with the Cyran courtblade finds the weapon well suited for quick feints and thrusts. A character can use a Cyran courtblade in conjunction with the Weapon Finesse feat to apply her Dexterity modifier instead of her Strength modifier to attack rolls with it, though it remains a two-handed weapon and not a light weapon.

 

Darguul Mancatcher: Developed by the ghaal'dar to catch runaway slaves, the Darguul mancatcher deals nonlethal damage. A wielder who hits a target of its size or one size category smaller than it with a Darguul mancatcher can immediately roll CMB check to Grapple the target (as a free action) without provoking an attack or opportunity. Any Combat Maneuver check you make to grapple using a Darguul mancatcher includes the weapon's enhancement bonus (if any) and any other bonuses you might have on attack rolls with the weapon (such as from the Weapon Focus feat), and does not include the normal —4 penalty for not having two hands free. If you grapple a target with a Darguul mancatcher, you have the grappled condition, but you do not pull the opponent into an adjacent square; instead it stays within reach of your weapon. Unless your target also has reach, he can't attack you, attempt a Combat Maneuver check to damage you, or pin you. If your opponent becomes the grappler, you can automatically escape the grapple by releasing the target as a standard action.
    In addition to the normal options available to a grappler, the wielder of a Darguul mancatcher can attempt to force his target into the prone condition (this is the equivalent of a Combat Maneuver check to trip). While holding an opponent prone like this, the wielder of a Darguul mancatcher is not considered to be pinning his target, so he only takes the base penalties for the grappled condition.
    The Darguul mancatcher is a reach weapon and cannot be used against adjacent opponents. A non-magical Darguul mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the Darguul mancatcher, the target can free himself as a standard action.

 

Demonskull Club: Appropriated from some hideous beast from the Demon Wastes, this skull is remarkably sturdy; it would have to be, to absorb the impacts of its once-terrible bite. Capitalizing on the indigenous horrors, the tribes of the Demon Wastes fashion these remains into demonskull clubs. These clubs consist of a beast's skull (sans lower jaw) lashed to a short length of wood. The twin sabers of the skull's upper jaw then function as a highly effective pick-like weapon.
    Though made of bone, these weapons never have the fragile property. The type of bone they're made from is not entirely natural.
    Masterwork versions of a demonskull club are made from even more impressive beasts, or more rarely, forged from steel or other special materials in a replica of an actual demonskull.
    When using a demonskull club, you get a +2 bonus on Combat Maneuver checks made to disarm an opponent. You can use a demonskull club to trip an opponent. If you fail to trip your opponent, you may choose to drop your demonskull club to avoid the retaliatory trip attack.

 

Droaamite Greathammer: This big, heavy hammer is a favorite of the minotaurs, trolls, and other giants of Droamm (though rumors persist that its design originated with the reclusive mining tribes of giant-kin of the Byshek Mountains). The incredibly heavy head of the hammer allows it to make particularly devastating strikes against weapons and shields granting the wielder a +2 bonus on Combat Maneuver checks to sunder.

    A Droaamite Greathammer sized for Large creatures deals 3d6 damage.

 

Eldeen Bladebow: Invented many years ago by a human ranger initiate of the Wardens of the Wood druidic sect, this bow is typically made from long, supple yew wood and ends in a short metal blade. You can use an Eldeen bladebow either to make ranged attacks with arrows or melee attacks with the blade (see the table for both uses of the weapon).

    When wielding an Eldeen bladebow, you can freely interchange melee and ranged attacks during the same round. You threaten the squares within your reach no matter how you last used the weapon.
    An Eldeen bladebow is treated like a double weapon for the purpose of determining the cost of a masterwork version and enhancements. Weapon special abilities and enhancements bonuses for the bow portion of the weapon apply only to ranged attacks made with it, not attacks made with the blade portion of the weapon. Special abilities and enhancement bonuses for the blade portion apply only to melee attacks.

 

Karrnathi Jovar: Named for the knight who commissioned the first one in existence, the Karrnathi Jovar is now the preferred weapon of Crownhome's royal guard, and has grown in popularity among House Deneith. The greatsword-like weapon is weighted oddly, but in the hands of a trained wielder, the blows landed with the blade are more likely to deal considerable damage.

 

Lhazzar Fingerblade: Developed for use by the cutthroat sailors of the Lhazzar Principalities, the Lhazzar fingerblade, in its most basic definition, is a double-edged short sword. However, this weapon is customized to your hand. The hilt is something like a hand crossbow grip. It fits snugly in the palm of your hand such that your attack motion with the weapon is akin to a punch. Held correctly, a Lhazzar fingerblade becomes an extension of your forefinger, allowing maximized control. When an attack is properly executed, the hilt pushes into the palm so that no slippage occurs and maximum force is transferred into the thrust. 
    If you are proficient with a Lhazzar fingerblade, you deal an extra 1d6 points of damage to a foe who is flat-footed on the first round of combat. This is precision damage and creatures with immunity to extra damage from critical hits and sneak attacks are not subject to this extra damage.

 

Marcher Greatspear: Created in the Shadow Marches and used often as protection against the horrid dangers of the swamplands, the broad-bladed Marcher greatspear is too heavy to wield properly without proficiency.

 

Mror Ramhammer: This long-handled hammer is an exotic weapon favored among some dwarven clans of the Mror Holds. The Mror ramhammer is a reach weapon and cannot be used against adjacent opponents, but unlike most reach weapons, a wielder provokes attacks of opportunity when he attacks with it, just as if he attacked with a ranged weapon.

    Because of the wide hammer head and the considerable force a trained wielder can bring to bear using leverage, it's possible to make Combat Maneuver checks to bull rush with this weapon in place of normal attacks. When using a Mror ramhammer, a wielder does not have to enter his foe's square (and thus does not provoke attacks of opportunity for this move, though, as noted above, the wielder provokes from adjacent foes as if making a ranged attack). The wielder gains a +2 bonus on his Combat Maneuver check to bull rush and includes the weapon's enhancement bonus (if any) and any other bonuses he might have on attack rolls with the weapon (such as from the Weapon Focus feat) to the check.

 

Q'barran Bola Mace: First encountered in use by the tribal scaled folk of the Q'barran jungles, this weapon has grown in use among the settlers of New Galifar. A Q'barran bola mace is a 5-foot length of rope with a loop or small metal handle on one end, and a 2-pound weight on the other end. With a Q'barran bola mace, you gain a +2 bonus on Combat Maneuver checks to disarm an enemy. You can also use this weapon to make trip attempts. If you are tripped, during your own trip attempt, you can drop the Q'barran bola mace to avoid being tripped.

    You can throw the Q'barran bola mace at a Medium or smaller target to attempt to trip them at range. This works just like a Combat Maneuver check made to trip, but you use any relevant ranged attack modifiers (such as using your Dexterity bonus instead of your Strength bonus, applying the bonus from the Point Blank Shot feat if you have it and your target is within 30 feet, etc). When you use a Q'barran bola mace to make a ranged trip attack, your opponent does not get an opportunity to trip you in return.
    If you succeed in your ranged trip, your opponent must then make a Reflex save against a DC equal to 10 + your Combat Maneuver Bonus to perform the ranged trip. If he fails, he gains the grappled condition. A non-magical Q'barran bola mace has hardness 5 and 2 hit points; it requires a DC 22 Strength check to break it. 

 

Riedran Hook Sword: A single piece of forged metal makes up the grip, guard, and blade of this weapon, which has a crescent blade on the outer part of the guard and a hook on the end of the blade. The end opposite the hooked blade forms a dagger-like spike that can be used for stabbing. You can strike with the crescent blade or the long spike— doing the smaller damage die of the weapon as either slashing damage or piercing damage respectively. The long, hooked blade of the weapon deals the higher damage die as slashing damage. A Riedran hook sword is not a double weapon, any magical enhancements apply to all attacks made with the weapon, no matter which part is used.

    With a Riedran hook sword, you get a +2 bonus on Combat Maneuver checks made to disarm an enemy and a +2 bonus on CMD to avoid being disarmed.
    A monk who is proficient with the hook sword can treat it as a special monk weapon.

 

Riedran Zulaat: Zulaats are Riedran weapons that have glaive­-like heads at either end. A Riedran  zulaat 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. A creature wielding a Riedran zulaat in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

 

Seren Sugliin: The infamous Seren sugliin was created by the primitive tribes of the Seren Isles, more to strike terror into the hearts of their enemies rather than to be an effective weapon. This massive polearm consists of several sets of sharpened horns and talons, rumored to be from draconic creatures, affixed to a long wooden shaft. You attack with the sugliin as if it were a massive axe or scythe, slashing and chopping at the targets with great arcs. This weapon is so unwieldly and heavy that making a single attack with it is a full-round action. Sugliins are favored weapons for low-level characters from the Seren Isles who want to deal huge amounts of damage and lack the skill to make additional attacks; higher-level characters only rarely use sugliins due to their awkwardness. The Sugliin Master feat allows a character to make attacks with this massive weapon normally.

    Though made of horn and bone, these weapons never have the fragile property. The type of bone they're made from is not harvested from mere animals. Masterwork versions of a Seren sugliin are made from even more impressive draconic creatures, or constructed of steel or other special materials, forged in replica of a traditional tooth-and-claw sugliin. More rarely, some masterwork sugliins are even rumored to use claws and teeth from true dragons. 

    A sugliin has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

 

Stormreach Flutter Blade: Adapted from small tools used to cut ropes and perform tasks aboard ships, these weapons feature a serrated blade with a center-mounted hinge, allowing the weapon's slashing edge to be folded into its handle and revealing a spiked end. When folded up, it deals piercing damage; when unfolded, it becomes a slashing weapon. Folding or unfolding a flutter blade is a move action. The Quick Draw feat allows a character to fold or unfold a flutter blade as a free action, allowing them to intermix slashing and piercing attacks in a full-attack action if they have iterative attacks.

 

Talenta Boomerang: The halflings of the Talenta Plains use traditional boomerangs—simple curved, polished sticks designed to return to the thrower.

    A boomerang returns to its thrower when it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.

 

Talenta Sharrash: Similar to a scythe, the Talenta sharrash developed by the halflings of the Plains consists of a sickle-like blade at the end of a long pole. A sharrash has reach. You can strike opponents 10 feet away with it but you can't use it against an adjacent foe.
    Because of the sharrash's curved blade, you can also use it to make Combat Maneuver checks to trip. If you are tripped during your own trip attempt, you can drop the sharrash to avoid being tripped.

 

Talenta Tangat: The tangat, developed by the halflings of the Talenta Plains, features a curved blade (like a scimitar's) mounted on the end of a shaft. A tangat has reach. You can strike opponents 10 feet away with it but you can't use it against an adjacent foe.

 

Thrannish Greatbow: Constructed in Thrane for use during the Last War by their elite archery corps, the Thrannish greatbow is 6 feet or more in length when strung for use by a Medium sized creature. It requires two hands to use, regardless of its size, and it is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when you use a Thrannish greatbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite Thrannish greatbow (see below), but not when you use a regular Thrannish greatbow.

 

Thrannish Greatbow, Composite: Much like its non-composite counterpart, a composite Thrannish greatbow requires two hands to use, regardless of size. It is 6 feet or more in length when strung for use by a Medium sized creature. It is too unwieldy to use while mounted. Composite Thrannish greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost.

 

Valenar Double Scimitar: The elves of Valenar use a dangerous and exotic double weapon with curving scimitar blades on each end. You can fight with a double weapon as if fighting with two weapons, but if you do, you incur all the normal attack penalties as if using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a Medium double scimitar, can't use it as a double weapon.

 

Xen'drik Boomerang: The drow of Xen'drik use three-pronged boomerangs to hunt prey. Some adventurers and explorers learn to use the weapons while operating in the Xen'drik jungles, but few outside the drow communities ever master the intricacies of the Xen'drik boomerang.

    A boomerang returns to its thrower when it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.

 

Xen'drik Long Knife: The Xen'drik long knife is a slender blade resembling a short sword in length and weight, but balanced for throwing like a dagger or smaller blade. Featuring a haft and guard often constructed of a dream serpent's fangs, the long knife's design makes the weapon more difficult to wield than a normal dagger, but makes it far more deadly in the hands of a skilled user. The drow favor this weapon for its versatility in the running battles they fight through the jungles of Xen'drik. Because it causes more grievous wounds than a dagger but cans till be thrown, many drow also favor it as an off-hand weapon (often wielding matched long knives).
    Characters who are proficient in the Xen'drik long knife can apply the benefit of Weapon Focus (dagger) or Weapon Specialization (dagger) to their attacks with a Xen'drik long knife.

 

Xen'drik Scorpion Chain: A Xen'drik scorpion chain resembles a regular spiked chain in many respects, but is both much longer than a normal spiked chain and features a dagger-like blade at each end. The drow of Xen'drik have perfected the use of this weapon to harass larger enemies such as giants, or as poison-delivery systems against less hearty foes. The weapon takes its name from the technique of holding a length of chain behind the back and then flipping it over the head to strike a foe; drow warriors often open combat with this maneuver.
    A Xen'drik scorpion chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe by adjusting the length of the chain as a move action.
    Because the chain can wrap around an enemy's leg or other limb, you can make Combat Maneuver checks to trip with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

    When using a Xen'drik scorpion chain, you get a +2 bonus on Combat Maneuver checks made to disarm an opponent.
    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Xen'drik scorpion chain sized for you, even though it isn't a light weapon.

 

Zil Quickrazor, Gnome: The Zil quickrazor is a fast, flashy weapon favored by the gnomes of Zilargo. In addition, many two-weapon-wielding spellcasters find it a perfect offhand weapon, because it allows them to keep their primary weapon in hand and still cast spells with their off hand.
    The Zil quickrazor features a light, wide knife blade with a very small hilt. The weapon is worn tied to the wielder's wrist in a specially designed sheath. When you attack with a Zil quickrazor, you flick it out in a quick, slashing circle, catching the hilt in your hand at the end of the arc and then snapping it back into its rest.
    Because of this flicking technique, drawing a Zil quickrazor is always a free action, but at the end of your action, you must stow the Zil quickrazor in order to use it properly again on your next turn. Stowing the weapon after attacking with it in this fashion is a free action. Because you must stow the Zil quickrazor at the end of each attack with it, you are treated as unarmed during other creature's actions (if not wielding any other weapon, and your unarmed strikes don't normally count as armed).

    If you draw a Zil quickrazor and simply wield it instead of using its intended attack method, it counts as an improvised weapon, imposing a —2 penalty on attack rolls even if you have the appropriate Exotic Weapon Proficiency feat.

    Zil quickrazors are easier to conceal than most weapons, and they grant a +2 bonus on Sleight of Hand checks to conceal them. Zil quickrazors grant a +2 bonus on Bluff checks made to feint in combat.
    Attaching a Zil quickrazor and sheath to your wrist so that it can be wielded properly is a full-round action that provokes attacks of opportunity. A character can have only one Zil quickrazor attached to each wrist at a time.

Regional Exotic Weapons

Eberron: Part of the Prophecy RebelliousRelapse RebelliousRelapse