Volt Knuckle (3.5e Equipment)



The volt knuckle is a steel knuckle with two notable prongs on either end, appearing like blunt spikes. Copper wiring runs along the edge and lightning sparks between the two spikes, your own hand protected by a firm rubber grip. The volt knuckle is effectively a tazer mounted inside a of steel knuckle. It can be used as a normal melee weapon, dealing damage that counts as both electric and bludgeoning damage. Damage reduction or energy resistance only applies if you have resistance to both bludgeoning and electric damage. Alternatively, you can make a touch attack as a standard action, dealing just electricity damage without your strength bonus to damage.

You can use the volt knuckle as a nonlethal weapon with no penalty. A rogue can use a volt knuckle to deal nonlethal sneak attack damage.

The volt knuckle can be overcharged with a source of electric damage, such as from a spell or a technoplushie's electroshock. The damaging effect targets the knuckle, and the next attack you deliver with the knuckle also delivers the additional lightning effect. This counts as a held touch spell for as long as it is overcharged in this manner, and you can overcharge each volt knuckle your wield (typically up to two). Spells and effects which offered Reflex saves no longer have a save when delivered via volt knuckle, but they only affect the target of your attack. Applying a second effect while holding an overcharge dispels the first effect. For example, a user casts lightning bolt and holds it on his volt knuckle. Later he punches and hits an opponent, dealing the usual damage plus the damage of the lightning bolt (10d6) to the target, no save. No other targets or area is affected.

Technoplushies may treat the volt knuckle as a martial weapon.