Player > Weapon > Melee > Painclaw, draconic
Damage: 6d8 S & P
Critical: Bleed 2d6
Special: Injection (see text), unwieldy, usage (1, 40 charges)
This powered gauntlet has bladed spikes for fingers, which have built-in injectors connected to three reservoirs for storing substances used with the injection weapon special property. A painclaw can carry up to 3 doses of a drug, an injury poison, or a medicinal compound. Rather than trigger the injection on the weapon’s first attack, you can choose whether to inject one of these substances upon dealing damage with the painclaw (and even select which material to inject, if the three reservoirs contain different compounds). A painclaw can inject only one substance per attack.
The hand wearing a painclaw can’t be used to hold or operate any other weapon or piece of equipment. Donning or removing the painclaw is a full action. A painclaw cannot be disarmed.
|Painclaw, ghoulish||Advanced||3||1250||1d8 S & P||—||1||Injection (see text), unwieldy, usage (1, 40 charges)||DS02 p.53|
|Painclaw, demonic||Advanced||11||25000||2d8 S & P||Bleed 1d6||1||Injection (see text), unwieldy, usage (1, 40 charges)||DS02 p.53|
|Painclaw, draconic||Advanced||19||560000||6d8 S & P||Bleed 2d6||1||Injection (see text), unwieldy, usage (1, 40 charges)||DS02 p.53|
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.