Claws
Here are a couple of ideas... My current PC uses claws, himself (the first version). I had another such character, back in the 1e AD&D days, who first used them, and that's where the stats originated. The idea was to come up with a set of small claws that wouldn't get in the way of using other weapons, would always be ready, and would do about the same damage as a one-handed Longsword... You can decide for yourself how well we succeeded!
In 3e, and then again in 3.5, we had to tweak them, a bit. Onviously, this weapon is intended for the TWF crowd, although
I guess you could use just one...
A second version, used in the movies, is also provided. See if your GM will accept either. Good luck!
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Claws: (Copyright 1980-2005 by SteveC. All Rights Reserved. Licensed for individual use).
Light Simple Weapon,
Cost: 4 GP/set of two,
Dmg (S): 1D3+4*,
Dmg (M): 1D4+3*,
Critical: 19-20/x2,
Range Increment: Melee, only,
Type: Piercing or Slashing.
Description: A Metal plate fitted over the back of the hand (usually worn over a pair of tough, leather gauntlets), from which extend four* short, curved blades, one over each knuckle. A narrow, flat, metal band passes from the sides of the plate, around the front of the hand below the knuckles, to give "pull down" capability to the claws when used for slashing (but it does not interfere with the use of other weapons, in-hand). From the rear of the metal plate extends a metal wrist-cuff, hinged to the plate to allow the wrist to bend, normally.
Due to the shortness and curvature of the blade, they do not extend past the second finger joint, and do not interfere with bow strings, etc., when the hand is open. When the hand is closed into a fist, however, the four small, dagger-like blades curve up from the back of the hand, making a warrior's fist as deadly as a large cat's claws.
History: This weapon, originally based upon a reversal of the Bagh Nahk (or "Tiger Claws"), has been invented, independently, several times. It is usually seen in use by Rangers imitating nature, especially those without the
Quick Draw Feat, who are tired of being surprised without a weapon in their hands! As with Spiked Gauntlets, Claws cannot be disarmed.
These were invented back in the 1e days, although currently, Eredave, the Ancient Elven Ranger, is known to make use of a magical, adamantite pair, with his Two-Weapon Fighting style.
* Damage is based upon four claws. If there are fewer than four, the damage is 1D3 (S)/1D4 (M) for the first, +1 for each additional, to a maximum of +3, for four.
(
Note: Some GMs may object to 1d4+3. If so, try 1D6.)
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Claw-Bars (Copyright 2005 by SteveC. All Rights Reserved. Licensed for individual use).
Light Simple Weapon,
Cost: 8 GP/set of two,
Dmg (S): 1D3+2,
Dmg (M): 1D4+2,
Critical: 19-20/x2,
Range Increment: Melee, only,
Type: Piercing or Slashing.
Description: A short, metal bar, held in the hand, from which project three small, curved, claw-like blades, at right angles to the bar (and parallel to each other). The bar is held in the hand, with one of the blades sticking up between the fingers.
Unlike with Claws, Claw-Bars can be disarmed, and must be in-hand in order to be wielded. Also, special Tri-sheaths must be made for such an unusual weapon.
(For anyone who cares, this is how they did Wolverine's (TM) claws in the X-Men (TM) movies!)
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Bagh Nahk, by the way, are a metal "loop", through which you place your hand, which have curving-down claws on the INSIDES. To use them, you have to have your hand empty, and open, and "paw" at your target. They generally have cloth wrist-cuffs to keep them in place, and are intended for climbing, and only incidentally used as a weapon. The first version of claws, above, is far more well designed, IMHO.