Item: Alchemical Gauntlet
An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, blasting stone, bottled lightning, or frost vial. The next three attacks made with the gauntlet deal 1d4 damage of the bomb's damage type in addition to the gauntlet's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect.
Trait Effects
Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
Free-Hand: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Gauntlet | - | Common | 1d4 |
| Grasp of Droskar | 5 | Rare | 1d4 |
| Knuckle Duster | - | Common | 1d4 |
| Spiked Gauntlet | - | Common | 1d4 |
| Ankhrav Duster | 4 | Uncommon | 1d4 |
| Ugly Cute's Gift | 4 | Unique | 1d4 |
| Cinderclaw Gauntlet | 5 | Uncommon | 1d4 |
| Scalding Gauntlets | 11 | Common | 1d4 |
| Scalding Gauntlets (Greater) | 13 | Common | 1d4 |
| Scalding Gauntlets (Major) | 15 | Common | 1d4 |
| Scalding Gauntlets (True) | 18 | Common | 1d4 |
| Reinforced Wheels | - | Common | 1d4 |
| Wheel Blades | - | Common | 1d4 |
| Wheel Spikes | - | Common | 1d4 |
| Stiletto Pen | 1 | Uncommon | 1d4 |
| Air Repeater | - | Uncommon | 1d4 |
| Alchemical Crossbow | - | Uncommon | 1d8 |
| Bladed Gauntlet | - | Uncommon | 1d4 |
| Blowgun | - | Common | 1- |
| Clan Dagger | - | Uncommon | 1d4 |