Pirate Weapons (CFH)

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The world of piracy doesn't demand that pirates use any specific weapons... but for reasons of tradition and convenience, some specific weapons are very common to pirate crews.
In addition to the new weapons on the chart above, pirates are readily familiar with: Battle axe, Bow (all types), Club, Crossbow (all normally-available types), Dagger/Dirk, Hand/throwing axe, Harpoon, Javelin, Knife, Polearm/Awl pike, Polearm/Partisan, Scourge (mostly for disciplinary purposes), Sling, Spear, Sword (all but Khopesh), Trident, and Whip (also mostly for disciplinary purposes).
Additionally, the world of the Pirate overlapped that of the Swashbuckler to a considerable degree. With the DM's permission (and there's usually little reason to deny it), Pirates may have access to all the weapons listed on the chart above and descriptions below for Swashbucklers.
The new weapons for Pirates include:
==Cutlass==
The cutlass is a short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.
The cutlass' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player's Handbook, pages 97–98. Bare-hand attacks do 1d2 damage, plus strength bonus, and the other effects of punching from the chart on page 97; metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches... only with blade attacks.)
Proficiency with Cutlass is related to proficiency with short sword, dagger/dirk, knife/stiletto, and main-gauche. Weapon Specialization with Cutlass is normal, except that you also get the +1 to attack rolls and +2 damage with those basket-hilt punches.
In a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.
==Belaying Pin==
The belaying pin is a short rod of wood or metal. It's inserted in a hole bored through the ship's rail, and ship's ropes are made fast (tied) to it. It can also be yanked free and brought in violent contact with enemies; in a pirate fight, anyone who loses a weapon or starts out without one ends up with a belaying pin in his hand.
Weapon proficiency with Belaying Pin is related to clubs and maces; if you have proficiency with club or mace, you take only a –1 when using a belaying pin you don't have proficiency for. Weapon specialization with belaying pin gives the usual benefits.
Belaying pins are very available on any ship; you can get any number of them at a seaside town or city, especially at a shipbuilder's, a warehouse, or a business that supplies ships.
==Gaff/Hook==
The gaff is a metal hook with a wooden or metal crossbar at the base; it's held in one hand, the hook protruding between the middle and ring fingers, and normally used to hook and land fish.
However, like the belaying pin, it's in ready supply onboard a ship. Also, many pirates who lose a hand have a cup with a gaff on it attached to the stump, and so always have a weapon "on hand"—one that can't be dropped or Disarmed.
Proficiency with the gaff is not related to any other proficiency. Specialization grants the usual benefits.