Item: Bloodknuckles

TypeWeapon
Level9
Rarity
Common
CategoryUnarmed
Damage1d4 bludgeoning
Price600 gp
UsageWorngloves
PublicationPathfinder Lost Omens Highhelm

These thin cloth wraps, which are illegal to use in Highhelm's organized brawls, blend into the skin and add an edge to your blows. The wraps are +1 striking Wounding handwraps of mighty blows. When you invest the wraps, they gain the effects of a 3rd-rank Disguise Magic spell to appear non-magical and resemble simple bandages. Casual observers are unlikely to notice anything amiss with the wraps, but a creature that succeeds at a DC 25 Perception check can notice something is off about them, though they would still need to find other means to discern the magical nature of the wraps.

Activate R envision

Frequency once per minute;

Trigger You cause a creature within reach to take bleed damage


Effect You use your foe's pain to reinvigorate you. You gain temporary Hit Points equal to the value of the triggering bleed damage, up to a maximum of 10 temporary HP. These temporary Hit Points remain for 1 minute.


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.

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed: An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.


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.


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