Durability | Low |
Specialty | Brawl (Athletics) |
Knuckledusters are "fist-load" weapons that increase the damage from your unarmed attacks. Unlike most other melee weapons, these use your unarmed attack action (Athletics on attack checks).
Knuckledusters can't be equipped at the same time as any other hand accessory. Their tight fit makes them harder to Disarm. Creatures attempting to disarm a target using this weapon take a -10 circumstance penalty.
These knuckledusters include spikes on each finger for extra lethality. They deal Piercing instead of Bludgeoning damage.
Material | Damage Die (one-handed) | Damage Die (two-handed) | Durability | Weight | Repair / Refinement Difficulty | Value |
---|---|---|---|---|---|---|
Rusty Spiked Steel Knuckleduster | d8-1 | 7 | 0 | 8 | 1,280 CR (Uncommon) | |
Spiked Steel Knuckleduster | d8 | 11 | 0 | 15 | 3,200 CR (Uncommon) | |
Spiked Brass Knuckles | d8 | 8 | 0 | 11 | 3,200 CR (Uncommon) | |
Spiked Stainless Steel Knuckleduster | d8 | 13 | 0 | 17 | 4,800 CR (Uncommon) |
*A successful hit always deals a minimum of 1 damage, even if negative modifiers would reduce the damage roll result to 0 or less.
You deliver a punch, kick, or other physical attack using a part of your body to a target within reach. Make an Athletics check to determine if your attack hits. You may add a specialty to the check depending on the type of attack.
Spiked knuckledusters deal piercing damage instead of bludgeoning damage. The attack deals the knuckledusters' damage in addition to your normal unarmed attack damage.
Success: | The target takes Bludgeoning damage equal to 1 plus your Strength modifier. |
Critical Success: | The target takes double the usual amount of damage and is staggered for one frame. |
Failure: | You miss. |
Critical Failure: | You miss, and the momentum of your body causes you to fall prone. |