Bladed Gauntlets are usually purchased as a pair, and are wielded on the user's hands and forearms. Bladed Gauntlets are similar to normal Gauntlets, with the additional ability to insert and lock into place a specially made blade into the forearm part of the equipment that extends past the user's closed fist by about five inches.
When a Bladed Gauntlet is magically enhanced, it bestows the enhancement s onto the blade as well. The blade cannot be enhanced separately. Without the blade, a Bladed Gauntlet is treated as a regular Gauntlet. When the blade is inserted, it is treated as a Bladed Gauntlet. Bladed Gauntlet 3. Jump to: navigationsearch. Any other supplied values are the author's best determination. A Bladed Gauntlet leaves the user's hand free to perform other actions.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. For the weapons gauntlets and spiked gauntlets the answers may vary based on whether they are spiked or not :. Do they occupy the "Hands" slot, preventing simultaneous use of non-weapon magical gauntlets or gloves? If one is wearing Spiked Gauntlets and holding another non-Gauntlet weapon simultaneously, must one use a move action to "draw" and switch between the Gauntlet and held non-Gauntlet weapon?
Is each Gauntlet in a pair considered a separate weapon, such that a character wearing two of them could enchant them differently? Could you wear a Gauntlet on one hand and a Spiked Gauntlet on the other?
Are worn Spiked Gauntlets considered to be "wielded" or "in hand" even when you are holding additional weapons, such that enhancements like "eager" and "warning" on the gauntlet would be in effect even while holding a different weapon? Does the damage from standard gauntlets improve as your unarmed strike damage increases, as with the monk class feature "Unarmed Damage"? Are monks proficient in "unarmed attacks", including attacks with Gauntlets? No, the gauntlets are listed as weapons and no indication is ever given that they interact with the Hands slot.
I would, in most cases, treat them similarly to shields, however: single physical item, separate mechanical stats for use as a weapon and use as non-weapon equipment.
This is just the same as shields, which point out that their Enhancement bonus to AC does not apply to shield bash attacks, but shields can be enhanced separately as magical weapons in their own right, in addition to their armoring properties.
The rules do not specify this, however, and by RAW the two are completely independent such that you can equip both at once. Absolutely no need to draw anything. Spiked gauntlets also use a separate entry that does not reference the gauntlet in any way, so we cannot equivocate the two that way.
All that said, this is ridiculous; I would just treat them just as gauntlets that do piercing damage and have slightly higher base damage. I could see houseruling to prevent things like eager and warning though.
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. If it is just the lethal aspect of the damage, which I personally find the most grammatically sensible and the most balanced at the table, then yes, the gauntlet is literally in all ways identical to an unarmed strike, except that it deals lethal damage.
But even that leaves some concerns. For example, you cannot magically enhance your unarmed strike: if a gauntlet is in all ways identical to an unarmed strike except that it does lethal damage, does that mean you also cannot magically enhance gauntlets? Are unarmed strikes and gauntlets considered the same weapon for, e. Improved Unarmed Strike also ups unarmed strike and gauntlet damage to 1d4, so the damage difference rarely comes up. No, by a strict reading of the rules, monks are not proficient in Unarmed Strike, but literally everyone houserules that.
Gauntlet : This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. The cost and weight given are for a single gauntlet. Medium and heavy armors except breastplate come with gauntlets.
Gauntlet of Infinite Blades
Gauntlet, Spiked : Your opponent cannot use a disarm action to disarm you of spiked gauntlets. An attack with a spiked gauntlet is considered an armed attack. Common sense says you can't wear another magic or not gauntlet over one of them. You can grasp a mace with a gauntlet-wearing hand of course. But the weight and balance of a mace should penalize your attack roll if you attack with that gauntlet.With the prevalence of homebrew pantheons and all the numerous worlds you might end up in, this dnd gods list is in no way comprehensive.
Instead the following list of dnd deities encompasses all the Forgotten Realms deities, or at least the current forgotten realms deities, since the pantheon has shifted from edition to edition. Lots of human sacrifices on icy altars, for evil and ice themed characters only. Stereotypical old bearded wizard elevated to godhood, for characters who love them some wizarding.
Lord of being generically evil, think black knights and big evil churches. Blood for the blood god, murder for the murder god. Bhaal just loves him some killing. Mad god that successfully pissed off literally everybody, pick at your own risk, nobody is going to like you.
Nerdier and weaker brother of Oghma, good for the nerdy underdog characters. Pacifist lake goddess of healing, good choice for healers and druids.
Gauntlet, bladed (3.5e Equipment)
Somber but not evil, dutiful guard of the dead and bastion against undeath. The morninglord, pure chad energy, kind of vain but great for paladins and artists. She likes mists, masks and lies, not a bad option for sneaky characters. Fun bard pick. One of the more tolerable evil gods, a good choice for evil druids. Circle of seven stars, or nine stars encircling a flowing red mist, or a single star.
Magical lady devoted to keeping magic from getting out of hand and blowing everybody up. God for bards who are about spreading stories and information rather than mischief. Magic god who loves crystal balls and scrying, major occult mystery vibes. Goddess whose moods change with the phases of the moon, particularly honored by sailors.Charon's Claw later known simply as Claw was a magical sword and gauntlet designed to battle wizards.
It was once wielded by the highly skilled assassin Artemis Entreri. Failure meant it would burn the flesh and skin of the wielder's hand away. This kept the hostile sentience at bay. Upon being willed by its wielder, the sword could leave trails of ash in the air, creating temporary opaque walls to give an edge in battle. It also made its wielder invisible to infravision. It was later revealed that the sword could dominate its former wielder.
Herzgo Alegni was able to utilize this ability to enslave Artemis Entreri. Claw did not reside in the thoughts of a person it dominated, but it physically prevented that person's actions and caused them great physical pain. Distance from the sword made the effect weaker. The gauntlet was worn on the right hand. It had two main purposes: to shield the wielder of Charon's Claw from the malicious and persistent intelligence within, and to aid in fighting wizards.
By wearing the gauntlet, the owner could catch magic directed at him within the magical netting of the gauntlet  and turn it back against the initiator  or just dispel it. The wearer could even detect whether the scrying was of an arcanepriestlyor psionic nature . Charon's Claw was an old Netherese artifact. In DRthe assassin Artemis Entreri took the artifact from Kohrin Soulez after tricking Soulez into grabbing the blade without the proper gauntlet.
The next year, while working in HeliogabalusEntreri and Jarlaxle were approached by a Shadovar who offered them an alliance in exchange for the artifact, revealing to them the Netherese nature of it.
Entreri refused to give up the weapon and killed the shade with his vampiric dagger; Charon's Claw resisted striking the shade. Later, during a fight against a lichthe gauntlet was destroyed, consumed by the life-binding forces of the lich and in turn destroying the undead.
After the gauntlet's destruction, Jarlaxle asked their employers, the dragon sisters Ilnezhara and Tazmikellato replace the gauntlet as compensation for the two fighters' achievements, but they refused.
They were able to take the sword by force in Neverwinterbelieving they had killed Alegni. In truth, Alegni had made it to the Shadowfell where he was healed and tasked with retrieving the Netherese artifact.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources. Members Current visitors New profile posts Search profile posts.
Is there a bladed gauntlet in 3. One of my players wants to use the 3. If true, anyone know why? Does a spiked gauntlet do the same thing? Thikket Visitor. If memory serves, the Bladed Gauntlet in 3. The damage was I have no idea. The important part was the crit threat range. It was fixed in later printings and in errata. So, the Bladed Gauntlet was exotic, and it was superior to the Spiked Gauntlet of 3. It's likely your player just wants to use it because of the critical threat range.
If it's more for style, I say let him use a 3. If he wants an exotic weapon, you could create some interesting house-rule weapons to fill the gap.The post-invasion world is a dangerous place. Aliens from the Xin Federation have conquered cities, kingdoms, possibly the entire world. In Running the Gauntletplayers must successfully navigate the unfamiliar perils of this new world to gain freedom from their oppressors.
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Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Watermarked PDF. Average Rating 2 ratings. What's Included?Anybody but a druidmonkor wizard is proficient with all simple weapons.
Barbariansfighterspaladinsand rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Glaivesguisarmeslanceslongspearsranseursspiked chainsand whips are reach weapons.
Duel Bladed Gauntlet (3.5e Equipment)
A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet 2 squares away, even diagonally. This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.
Dire flailsdwarven urgroshesgnome hooked hammersorc double axesquarterstaffsand two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combatjust as though the character were wielding a one-handed weapon and a light weapon.
The character can also choose to use a double weapon two handed, attacking with only one end of it. Daggers, clubs, shortspearsspears, darts, javelinsthrowing axes, light hammers, tridentsshurikenand nets are thrown weapons.
The wielder applies his or her Strength modifier to damage dealt by thrown weapons except for splash weapons. Throwing a light or one-handed weapon is a standard actionwhile throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit.
Such a weapon has a range increment of 10 feet. Light crossbowsslingsheavy crossbowsshortbowscomposite shortbows, longbowscomposite longbows, hand crossbowsand repeating crossbows are projectile weapons.
Most projectile weapons require two hands to use see specific weapon descriptions. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.
Projectile weapons use ammunition: arrows for bowsbolts for crossbowsor sling bullets for slings. When using a bow, a character can draw ammunition as a free action ; crossbows and slings require an action for reloading.
Although they are thrown weaponsshuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them see Masterwork Weaponsand what happens to them after they are thrown. This designation is a measure of how much effort it takes to wield a weapon in combat.
A light weapon is used in one hand. An unarmed strike is always considered a light weapon. A one-handed weapon can be used in either the primary hand or the off hand. Two hands are required to use a two-handed melee weapon effectively.
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. Sometimes objects not crafted to be weapons nonetheless see use in combat.
Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit.
An improvised thrown weapon has a range increment of 10 feet.