Item: Pantograph Gauntlet
A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further controlled by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements-a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Alkenstar and Ustalav, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism.
Trait Effects
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a _greater striking rune_ and three dice if the weapon has a _major striking rune_. For instance, a rapier with a _greater striking rune_ deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
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 |
|---|---|---|---|
| Piston Gauntlets | 13 | Uncommon | 1d4 |
| Tekko-Kagi | - | Uncommon | 1d4 |
| Thorn Whip | - | Uncommon | 1d4 |
| Tonfa | - | Uncommon | 1d4 |
| Skeletal Claw | 9 | Uncommon | 1d4 |
| Bec de Corbin | - | Common | 1d8 |
| Bladed Gauntlet | - | Uncommon | 1d4 |
| Bo Staff | - | Common | 1d8 |
| Fangwire | - | Uncommon | 1d4 |
| Fighting Fan | - | Uncommon | 1d4 |
| Kusarigama | - | Uncommon | 1d8 |
| Boarding Pike | 1 | Uncommon | 1d10 |
| Acrobat's Staff | 6 | Uncommon | 1d8 |
| Dragonscale Bo Staff | 6 | Common | 1d8 |
| Dragonscale Staff | 6 | Common | 1d8 |
| Spirit Fan | 7 | Rare | 1d4 |
| Sensei's Parasol | 11 | Rare | 1d8 |
| Storm Herald | 12 | Uncommon | 1d4 |
| Phoenix Fighting Fan | 20 | Rare | 1d4 |
| Staff of Sun Wukong | 20 | Unique | 1d8 |