Claws of the Beast
D&D 3e (3.0/3.5) Rules
by Ogre Bane
These ornate gloves are made of green scales and fit perfectly to any hand they are placed on. Each fingertip extends with a long, curved black claw. The tops of the gloves have a large emerald fit inside the scales that glows with a dull green light when worn. The gloves themselves also have golden embroided runes along the wrist guards and finger joints.
A famed druid adventurer first created the claws many centuries ago when demons and devils started invading his forested region. He had troubles affecting the creatures' natural healing abilities and resistance to natural attacks, so he devised the claws to bypass their resistance and cause them harm.
When worn by a neutral good druid, the claws of the beast act as magical natural weapons with a +2 enchantment bonus to attack and damage rolls. Each claw deals 1d6 points of damage. The druid also gains natural claw attacks at the druid's highest base attack bonus, which allow him to make two claw attacks (on a full round attack action) at the druid's highest attack bonus.
The claws are considered magic and good weapons for the purposes of bypassing damage reduction. Furthermore, the druid gains a +10 bonus to Climb checks when the claws are equipped.
The claws are somewhat awkward, and it is hard for the wearer to grip items due to the long talons. The wearer suffers a -5 penalty to all attacks with weapons wielded in a clawed hand. The claws do not pass on their powers to the druid when he is in wild shape.
Moderate transmutation; CL 15th; magic weapon; Weight 2 lbs.
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