Pneumatic Gauntlet (3.5e Equipment)

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Pneumatic Gauntlet
Exotic Unarmed Light Melee
Critical: ×3
Range Increment:
Type: Bludgeoning
Hardness: 10
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * * *
Tiny * 1d4 * *
Small 100 gp 1d6 1 lb. *
Medium 100 gp 1d8 2 lb. *
Large 200 gp 2d8 4 lb. *
Huge * 3d6 * *
Gargantuan * 4d6 * *
Colossal * 5d6 * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.


This knuckle plate of this metal glove contains a pneumatic mechanism that fires the fist forward a high speed when a target is struck. Powered either by magic or some internal power source, this pneumatic mechanism greatly increases the power of a punch. The pneumatic gauntlet also lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a pneumatic gauntlet is considered an armed attack. The cost and weight given are for a single gauntlet.


On a critical hit, a creature must succeed a reflex save (DC=20+Base Attack Bonus+Str) or be knocked back 1d6×5ft, take 1d6 damage/10ft, and fall prone. When colliding with an object a struck creature may break through if the object is weak. If not, they fall prone and take damage as if they had flown the full distance +1d6 extra damage.

Crafting a pneumatic gauntlet requires the creation of a magical battery to power the attacks. This battery has a Craft DC of 20 and costs 40gp of raw materials (the price of the battery is included int the price of the gauntlet shown above). One must have a caster level to craft a pneumatic gauntlet battery.

On a roll of a natural one, the weapon's battery malfunctions, electrocuting the wearer and rendering them sickened for one minute.

Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus squared
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

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