Injector Gauntlets (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 03:54, 6 September 2019 (MDT) because: Issue(s) unaddressed for over 5 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Needs creation costs and market price


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Injector Gauntlet: The injector gauntlet is a +3 spiked gauntlet. It allows the wielder to use a poison effect (as the spell, save DC 19) upon a creature struck by the gauntlet. The wielder can decide to use the power after he has struck. Doing so is a swift action, but the poison effect must be invoked in the same round that the dagger strikes. In addition, the wielder takes 1 temporary Constitution damage when the poison effect is applied.

The injector gauntlet resembles a metalic humanoid arm and a cestus. It only functions if it is surgically attached to the shoulder of a Medium living creature, as a replacement for a missing arm.

weak necromancy;CL 10; Craft Magical Arms and Armor, poison; ; Cost 0; Market Price: 0



Back to Main Page3.5e HomebrewEquipmentMagical Weapons

Home of user-generated,
homebrew pages!


Advertisements: