Grasp of DroskarWeapon 5
Source Pathfinder Adventure: Crown of the Kobold King
Damage 1d4 Bludgeoning
Type Simple
Price 155 gp
Weight light
This +1 striking Gauntlet appears little more than a dull, soot-stained, metal-plated glove at first glance, but in truth it is an invasive boon granted by Droskar to his most faithful subjects. Placing the glove on your hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to a supernaturally hard ball of black stone, fusing to you and preventing you from using this hand for anything other than gauntlet Strikes or the grasp of Droskar's activated abilities (a grasp of Droskar does not have the free-hand weapon trait). The gauntlet can't be removed without a successful casting of remove curse or a similar spell. The gauntlet reverts to normal (and can be removed with ease) if the curse is removed, the hand is removed from the body, or the wearer dies.
Activate envision
Frequency once per hour
Effect You gain a +1 item bonus on all Athletics checks for 1 minute.
Activate envision
Frequency once per day
Effect You cast Ray of Enfeeblement with a spell attack modifier of +10 (Spell Attack) and (DC 20 fortitude).
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AgileThe 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.
CursedAn item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.
DivinationThe divination school of magic typically involves obtaining or transferring information, or predicting events.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
FreeHandThis 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.
InvestedA character can wear 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).
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.