GLOVE or HAND Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
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GLOVE or HAND Slot- Wondrous Items- Descriptions

Glove/Hand Wondrous Items

 

Adamantine Mind blade Gauntlets

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 1 lb.
Each of these heavy leather gloves bears a violet crystal set on a small plate of adamantine. Adamantine mind blade gauntlets allow you to give your mind blade the properties of adamantine. If you are able to enhance your mind blade (with the mind blade enhancement class feature), whenever you materialize your mind blade while wearing these gauntlets, you can choose to treat it as an adamantine weapon for the purpose of ignoring hardness or overcom- ing damage reduction. This ability takes the place of a property with a +1 enhance- ment bonus value.
For example, a 6th-level soulknife wearing the gauntlets could either choose to apply the gauntlets’ effect or apply one of the +1 enhancement bonus value properties given on the table (EPH 29). A 10th-level soulknife could apply both the gauntlets’ effect and a +1 enhancement bonus value property rather than apply- ing a combination of properties from the table totaling +2.
Adamantine mind blade gauntlets func- tion an unlimited number of times per day. The gauntlets require no separate activation; using them is part of the action to materialize your mind blade.
Prerequisites: Craft Wondrous Item, fab- ricate, mind blade. Cost to Create: 1,000 gp, 80 XP, 2 day  


APPRENTICE’S CHEATING GLOVES

2,200 GP AURA faint transmutation CL 3rd WEIGHT —
These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.
CONSTRUCTION REQUIREMENTS COST 1,100 GP Craft Wondrous Item, mage hand, prestidigitation
 


ARCANIST’S GLOVES

Price (Item Level): 500 gp (3rd) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
These sleek blue gloves bear tiny golden stars across the knuckles. When you activate arcanist’s gloves, you add 2 to the caster level of the next 1st- level arcane spell you cast before the end of your turn.
Arcanist’s gloves function two times per day.
Prerequisites: Craft Wondrous Item, fox’s cunning. Cost to Create: 250 gp, 20 XP, 1 day.


Assisting Gloves

180 GP AURA faint transmutation CL 1st WEIGHT 1 lb.
The wearer of these gloves can speak a command word to create a glowing disembodied hand. As a swift action, the wearer can have the hand assist him with a task as if using the aid another action. The hand uses the wearer’s base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer’s ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time the gloves become nonmagical.
CONSTRUCTION REQUIREMENTS COST 90 GP Craft Wondrous Item, mage hand, unseen servant


Brawler's Gauntlets

Price (Item Level): 1,000 gp (4th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: 2 lb.
The iron links and leather grips of these gaunt- lets are rough and worn from hard use. Wrestlers and priests of the brawler god Kord prize these gauntlets. When acti- vated, for 1 round, they grant you a +2 bonus on grapple checks and damage rolls when making unarmed attacks.
Brawler’s gauntlets function three times per day.
Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 500 gp, 40 XP, 1 day.


Brute Gauntlets

Price (Item Level): 500 gp (3rd) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
This pair of heavy black leather gauntlets is set with metal studs.
Brute gauntlets allow you to temporarily increase your physical might. These gaunt- lets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
  • 1 charge: +2 morale bonus.
  • 2 charges: +3 morale bonus.
  • 3 charges: +4 morale bonus.

Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 250 gp, 20 XP, 1 day.

Casting Glove

Price (Item Level): 20,000 gp (15th) Body Slot: Hands Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Free (manipulation see text Weight: —
This seamless black leather glove has small silver and gold runes around the tip of each finger. A casting glove allows you to store an item and make use of it without first retrieving it. It functions as a glove of storing (DMG 257), allowing you to store or retrieve a single item within it as a free action. In addition, once per round while
wearing a casting glove, you can activate or consume a stored magic item as if you were holding it in your hand. The activation and all effects function just as normal for the item, and the activation requires the same type of action.
Prerequisites: Craft Wondrous Item, shrink item. Cost to Create: 10,000 gp, 800 XP,


CLAWS OF THE ICE BEAR

1,300 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
trapped to the hands, these spiked climbing claws grant a +2 competence bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement, and allow the wearer to ignore the normal penalties on those skills for slippery or icy surfaces. In addition, up to 3 times per day, the wearer can activate the claws as a swift action to gain the benefits of spider climb for 1 round. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets.
Feats Craft Wondrous Item, spider climb; Cost 750 gp.    


DELIQUESCENT GLOVES

8,000 GP AURA moderate conjuration CL 7th WEIGHT 1 lb.
These heavy leather gloves ripple and flow at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability. The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strikes or natural attacks without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, acid arrow, summon monster V
 


Devastation Gauntlets

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: —
Stylized flames rendered in scarlet enamel encircle these steel gauntlets. Devastation gauntlets are prized by anyone who earns gold by fighting in melee, from raging barbarians to wily swashbucklers. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the gauntlets after you have confirmed a critical hit, but before damage is rolled.
  • 1 charge: +2d6 points of damage.
  • 2 charges: +3d6 points of damage.
  • 3 charges: +4d6 points of damage.
Prerequisites: Craft Wondrous Item, keen edge. Cost to Create: 1,000 gp, 80 XP, 2 days.

Dragon Fang Gauntlets

Price (Item Level): 8,610 gp (12th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) evocation, transmutationActivation: — and free (mental see text Weight: 1 lb.
These thick leather gauntlets sport real dragon’s teeth for studs. Dragonfang gauntlets function as master- work spiked gauntlets and also grant you a +2 enhancement bonus to Strength. In addition, three times per day, you can activate the gauntlets to treat your next melee attack against a weapon or shield as though you had the Improved Sunder feat, even if you don’t meet its prerequisites.
If you have Improved Unarmed Strike, dragonfang gauntlets allow you to overcome damage reduction with your unarmed strikes as though you were wielding a magic weapon. In this case, you deal unarmed strike damage instead of spiked gauntlet damage.
Prerequisites: Craft Wondrous Item, bull’s strength, magic weapon, shatter. Cost to Create: 4,000 gp (plus 610 gp for masterwork spiked gauntlets), 320 XP, 8 days.

ENGINEER’S WORKGLOVES

3,000 GP AURA faint divination CL 5th WEIGHT —
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. The wearer gains a +5 competence bonus on Craft and Knowledge checks made to repair or understand mechanical devices. Once per day, the wearer may touch a device and instantly analyze it, learning its purpose and general method of operation, as well as diagnosing any acute malfunctions of the device, but not its magical powers or additional non-mechanical effects. For example, she could touch a pressure plate and understand that stepping on it would trigger a wall scythe trap attacking that square and that the trap resets automatically, but not that the trap includes a +1 flaming scythe coated in poison.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, creator must have 5 ranks in Knowledge (engineering)


Finned Gauntlets

Price (Item Level): 3,500 gp (8th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: 1 lb.
Sweeping fins adorn these sharkskin gauntlets.
You gain a natural swim speed of 30 feet (which also grants you a +8 bonus on Swim checks to perform some special action or avoid a hazard). You can always take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming.
Prerequisites: Craft Wondrous Item, swim (SC 217). Cost to Create: 1,750 gp, 140 XP, 4 days.


FORM-FIXING GAUNTLETS

8,000 GP AURA strong abjuration CL 15th WEIGHT 1/2 lb.
These leather gauntlets grant the wearer a +2 morale bonus on unarmed strikes, natural attacks, and combat maneuver checks versus creatures with the change shape special ability or similar abilities that allow it to change shape at will. While the wearer has such a creature grappled or pinned, it cannot use any shape-changing spells or abilities unless it succeeds at a concentration check; the DC of this check is 4 + the DC of casting the spell while grappled. If the wearer has such a creature pinned, a successful grapple check allows him to force the target into a specific shape it can take naturally (without the use of a spell). This involuntary transformation only forces the creature into a shape it is normally capable of and does not cost the creature an action.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, polymorph any object


Gauntlet of Gruumsh

Price (Item Level): 8,302 gp (11th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Standard Weight: 1 lb.
Flakes of dried gore encrust this crude iron gauntlet. Upon its back is stained the image of a single bloodshot eye. Three times per day, this +1 gauntlet allows you to make a melee touch attack to blind a target creature for 1 hour (Fort DC 14 negates). Elves take a –4 penalty on this save.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, blindness/ deafness, orc.
Cost to Create: 4,000 gp (plus 302 gp for masterwork gauntlet), 320 XP, 8 days.


GAUNTLET OF RUST

11,500 GP AURA moderate transmutation CL 7th WEIGHT 2 lbs.
This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.
CONSTRUCTION REQUIREMENTS COST 5,750 GP Craft Wondrous Item, rusting grasp


GAUNTLET OF RUST, GREATER

34,500 GP AURA moderate transmutation CL 7th WEIGHT 1 lb. This item is identical to a gauntlet of rust, except the wearer can use rusting grasp 3 times per day. CONSTRUCTION REQUIREMENTS COST 17,250 GP Craft Wondrous Item, rusting grasp


GAUNTLETS OF THE SKILLED MANEUVER

4,000 GP AURA faint transmutation CL 3rd WEIGHT 1 lb. The wearer of these gauntlets gains a +2 bonus on one type of combat maneuver check (such as bull rush, disarm, or steal) chosen by the creator when the item is created. CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, creator must have the appropriate Improved combat maneuver feat  


Gauntlets of the blazing Arc

Price (Item Level): 6,300 gp (10th) Body Slot: Hands Caster Level: 7th Aura: Moderate; (DC 18) evocation
Activation: Standard
These finely crafted metal gauntlets are etched with flames. Each is set with small red crystals that rest on the tops of the knuckles. When activated, gauntlets of the blazing arc create a 15-foot cone-shaped burst of flame that deals 4d4+4 points of fire damage to all creatures in the area (Reflex DC 14 half).
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, burning hands. Cost to Create: 3,150 gp, 252 XP, 7 days.


Gauntlets of the Iron Lord (Relic- Asmodeus)

Price (Item Level): 5,120 gp (10th) Body Slot: Hands Caster Level: 20th Aura: Strong; (DC 25) necromancy Activation: —
These heavy spiked gauntlets are made from overlapping metal plates. Blood drips slowly from the junctures, coating the surface of the gauntlets with a thick, red ooze.+1 Said to harbor the blood of a thousand victims, each pair of these gauntlets has a long and grisly history. They function as +1 spiked gauntlets if you are lawful evil, lawful neutral, or neutral evil. Relic Power: If you have established the proper divine connection, gauntlets of the blood-lord grant you a +2 luck bonus on melee touch attacks while you wear them.
To use the relic power, you must wor- ship Asmodeus and at least 7 HD. If you are at least 11 Hit Dice, every 3rd-level or lower melee touch spell that you cast is automatically empowered as by the Empower Spell feat (although such a spell doesn’t use a higher-level spell slot and the casting time of the spell isn’t increased).
Prerequisites: Craft Magic Arms and Armor, Maximize Spell, Sanctify Relic, inflict serious wounds. Cost to Create: 2,250 gp (plus 620 gp for pair of masterwork spiked gauntlets), 180 XP, 5 days.


Gauntlets of Eldritch Power

Price (Item Level): 5,000 gp (9th) Body Slot: Hands Caster Level: 10th Aura: Moderate; (DC 20) transmutation These black leather gauntlets are studded with multicolored gems. Gauntlets of eldritch energy let you imbue your eldritch blasts (CAr 7) with a particular type of energy. When you activate these gauntlets, the next eldritch blast you use before the end of your turn deals energy
damage (the type of energy depends on the type of gauntlets) instead of its normal damage type. You can’t apply the gauntlets’ effect to any blast already affected by an eldritch essence invocation. Four varieties of these gauntlets exist. Each applies a different type of energy damage to your eldritch blast: gauntlets of eldritch frost (cold), gauntlets of eldritch lightning (electricity), gauntlets of eldritch fire (fire), and gauntlets of eldritch thunder (sonic).
This ability can be used three times per day.
Prerequisites: Craft Wondrous Item, eldritch blast. Cost to Create: 2,500 gp, 200 XP, 5 days.
   


Gauntlets of Energy Transformation

Price (Item Level): 1,000 gp (4th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Swift (command) Weight: —
This pair of leather gloves is imprinted with arcane sigils representing different types of energy.
Gauntlets of energy transformation allow you to temporarily change the type of energy produced by any weapon you hold. When you activate the gauntlets, you change one type of energy damage produced by a melee weapon you hold into another type of energy damage (acid, cold, electricity, or fire) for 1 round. Transformed energy does the same amount of damage, but a +1 flaming longsword could be changed to deal acid, cold, or electricity damage instead of fire.
If a weapon produces more than one type of energy, each activation affects only one type of energy produced. For example, if you wield a +1 flaming shock longsword, you could activate the gauntlets to change the fire damage to acid, cold, or electricity damage, and you could activate the gaunt- lets a second time to change the electricity damage dealt by the shock property to acid, cold, or fire. If your weapon doesn’t deal energy damage, these gauntlets have no effect.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, acid splash, burning hands, ray of frost, shocking grasp. Cost to Create: 500 gp, 40 XP, 1 day.


Gauntlets of Extended Range

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: 1/2 lb.
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you throw a weapon or other object, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.
Prerequisites: Craft Wondrous Item, hawkeye (SC 110) or extend range (CP 89). Cost to Create: 1,000 gp, 80 XP, 2 days.


Gauntlets of Giant Slaying

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
When you activate gauntlets of giantfell- ing, you gain a bonus on the next weapon damage roll you make against a creature. The extra damage is based on how many size categories larger than you the target is. Size Categories Larger 1- 1d6, 2- 2d6, 3 or more- 3d6 , This ability functions three times per day.
Prerequisites: Craft Wondrous Item, reduce person. Cost to Create: 1,000 gp, 80 XP, 2 days.


GAUNTLETS of LASSITUDE

Price (Item Level): 5,000 gp (9th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: 2 lb.
These tan leather gloves are bound in brass. Three times per day, you can make a melee touch attack with these gauntlets. If your attack is successful, the target is subjected to the effect of a slow spell for 5 rounds (Will DC 14 negates).
Prerequisites: Craft Wondrous Item, slow. Cost to Create: 2,500 gp, 200 XP, 5 days.


GAUNTLETS of MINDFIRE

Price (Item Level): 11,000 gp (13th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Standard (command) Weight: 1/2 lb.
These leather gloves are cracked and worn, but still quite durable.   These gauntlets appear pitted and decayed, although closer inspection reveals them to be sound. Each is set with small amber crystals that rest on the tops of the knuckles. Once per day, gauntlets of mindfire can be activated to project a 15-foot cone-shaped burst of mental sickness. A successful DC 14 Fortitude save negates the effect. Any creature that fails its saving throw contracts a virulent form of mindfire. A victim can be infected only once; sub- sequent uses of this item on an infected target produce no further effect.
Mindfire has no incubation period—a victim immediately takes 1d4 points of Intelligence damage. Each day thereaf- ter, a victim must succeed on a DC 14 Fortitude save or take another 1d4 points of Intelligence damage. If a victim suc- ceeds on its Fortitude save two days in a row, it fights off the disease and takes no more damage.
Prerequisites: Craft Wondrous Item, mind poison (SC 141) or mindfire (CP 93). Cost to Create: 5,500 gp, 440 XP, 11 days.    


GAUNTLETS OF THE Pack Lord, Relic of Thyrm

Price (Item Level): 4,000 gp (8th) Body Slot: Hands Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: — Weight: 2 lb.
These elegant gauntlets are made of a silvery metal and have a scaly surface. Each finger is tipped with a long talon made of sapphire. Provided that you are lawful good, lawful neutral, or neutral good, gauntlets of the talon grant you two primary natural claw attacks that count as magic weapons for the purpose of overcoming damage reduction. Each claw deals 1d6 points of slashing damage (if you are Medium).
Relic Power: If you have established the proper divine connection and already have levels in the monk class, you are treated as if you were a monk of five levels higher than you actually are for the purposes of AC, unarmed damage, and the ki strike ability. This benefit doesn’t stack with similar benefits (such as from a monk’s belt). Also, you can treat your unarmed damage as either bludgeoning or slashing damage (chosen each time you attack).
To use the relic power, you must worship Thyrm and at least 5 HD. If you have at least 9 HD, the gauntlets also function as ghost touch weapons for the purpose of attack- ing incorporeal creatures. In addition, you gain a +4 bonus on grapple checks.
Prerequisites: Craft Wondrous Item, Sanctify Relic, righteous might. Cost to Create: 2,000 gp, 160 XP, 4 days.  

Gauntlets of Throwing

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
This pair of flexible but tough maroon leather gauntlets has a complex sigil on each palm. Gauntlets of throwing turn any handheld weapon into a deadly thrown weapon. When you activate gauntlets of throwing, you grant any one melee weapon you hold the throwing and returning properties for 1 round.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, magic stone, telekinesis. Cost to Create: 1,000 gp, 80 XP, 2 days.


Gauntlets of Arcane Weaponry

Price (Item Level): 6,000 gp (10th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb.
These long, leather gauntlets extend far up the forearm. Silver stitching covers much of the leather, forming complex arcane runes. Any weapon (even a nonmetallic one) you hold while wearing these gauntlets overcomes damage reduction as if it were a magic silvered weapon.
Prerequisites: Craft Wondrous Item, magic weapon. Cost to Create: 3,000 gp, 240 XP, 6 days.  


GAUNTLETS OF THE WEAPONMASTER

110,000 GP AURA strong conjuration CL 10th WEIGHT 5 lbs.
These gauntlets come in a variety of forms. Some are mostly leather with small steel plates, and are suited for fine swordplay. Others are fully articulated plate favored by knights in full plate. On command, the wearer of the gauntlet can store a single weapon he is holding in the gauntlets. When he does so, a graven image of the weapon appears on the gauntlet’s plates. The wearer can store up to 10 weapons in the gauntlets in this manner. Retrieving a weapon requires the wearer to touch the image of the weapon he wants. Doing so is a swift action. When a weapon is retrieved, it appears in the hands of the wearer and any weapons the wearer had in his hands is stored in the gauntlets. If there is no room in the gauntlet for the weapons the wearer is holding, those weapons are dropped. The gauntlets can only store weapons; other items cannot be placed in the gauntlet.
Furthermore, three times per day on command, the gloves affect the wearer as the greater heroism spell.
CONSTRUCTION REQUIREMENTS COST 55,000 GP Craft Wondrous Item, heroism, rope trick


GHOSTVISION GLOVES

4,000 GP AURA faint divination and evocation CL 5th WEIGHT — These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to more clearly see the restless dead for the next 10 rounds. While active, ghostvision gloves grant the following effects.
• The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet.
• If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s.
• While the gloves are active, constructs and living opponents treat the wearer as blind.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, detect undead, searing light, channel positive energy class ability


Ghoul Gauntlets

Price (Item Level): 10,000 gp (12th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) necromancy Activation: Standard (command) Weight: 1 lb.
These mottled leather gauntlets appear worn and threadbare. Ghoul gauntlets have no effect when worn by a construct or undead creature. If you are a living creature, however, these gaunt- lets virtually meld with your flesh when you put them on, making your hands appear gaunt and rotting.
Once per round while wearing these gauntlets, you can make a melee touch attack that paralyzes the target for 1d6+2 rounds (Fort DC 13 negates). Elves are immune to this paralysis.
You can also deliver this attack as part of an unarmed strike, slam, claw, or similar natural attack made with the hand, but in that case, you must attack normally, not with a touch attack. If you die while wearing ghoul gauntlets, they revert to their normal appearance.
Prerequisites: Craft Wondrous Item, ghoul touch. Cost to Create: 5,000 gp, 400 XP, 10 days.


GIANT FIST GAUNTLETS

20,000 GP AURA moderate transmutation CL 8th WEIGHT 5 lbs.
As a swift action, the wearer of these rough leather gauntlets can expand her hands to twice normal size and harden to the consistency of hardwood. This transformation lasts for up to 20 rounds per day, though they need not be consecutive rounds. If the wearer hits with an unarmed strike or natural attack using her enlarged hands, she may attempt to bull rush her opponent as a free action.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, enlarge person


GLOVE OF STORING

10,000 GP AURA moderate transmutation CL 6th WEIGHT —
This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen.
Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, shrink item
   


GLOVES OF ARROW SNARING

4,000 GP AURA faint abjuration CL 3rd WEIGHT —
Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, shield


Gloves of Agile Striking

Price (Item Level): 2,200 gp (6th) Body Slot: Hands Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (mental) Weight: —
These forest-green silk gloves feel like a second skin. Gloves of agile striking grant you brief bursts of impressive dexterity in combat. When you activate these gloves, you deal an extra 1d6 points of damage with ranged weapons and light weapons (as well as nonlight weapons that can be used with Weapon Finesse, such as a rapier). If you are delivering a skirmish attack (see the scout class, CAd 10), this bonus improves to 2d6. This effect lasts for 1 round.
This ability functions two times per day.
Prerequisites: Craft Wondrous Item, divine agility (SC 69). Cost to Create: 1,100 gp, 84 XP, 3 days.


Gloves of the Balanced Hands

Price (Item Level): 8,000 gp (11th) Body Slot: Hands Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: — Weight: —
Small, open hands formed of hardened leather rest upturned on the backs of each of these thin, brown gloves.
While wearing these gloves, you fight as though you possess the Two-Weapon Fighting feat. If you already have Two- Weapon Fighting, you can make an additional attack with your off hand as if using the Improved Two-Weapon Fight- ing feat.
Prerequisites: Craft Wondrous Item, righ- teous might or Tenser’s transformation. Cost to Create: 4,000 gp, 320 XP, 8 days.


Gloves of Eldritch Admixture

Price (Item Level): 2,500 gp (7th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Swift (command) Weight: —
Dark whorls stream across these leather gloves, dizzying the eye and clouding the mind. Warlocks (CAr 5) prize these gloves, which allow them to enhance their eldritch blasts with pure energy. Gloves of eldritch admix- ture have 3 charges, which are renewed each day at dawn. Spending 1 or more charges adds extra damage to the next eldritch blast you make before the end of your turn. This damage can be acid, cold, or fi re, as chosen by you each time you activate the gloves.
  • 1 charge: +2d6 points of damage.
  • 2 charges: +3d6 points of damage.
  • 3 charges: +4d6 points of damage.

Prerequisites: Craft Wondrous Item, Melf’s acid arrow or vitriolic blast invocation (CAr 136), scorching ray or brimstone blast invocation (CAr 132), ray of ice (SC 167) or hellrime blast invocation (CAr 134). Cost to Create: 1,250 gp, 100 XP, 3 days.    


GLOVES OF DUELING

15,000 GP AURA faint transmutation CL 5th WEIGHT —
These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons. The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon focus feat and is using an appropriate weapon, herbonus increases by +2.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, greater magic weapon


GLOVES OF FLAME

Price (Item Level): 7,000 gp (11th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — and standard (command) Weight: 1/2 lb.
These leather gloves have steel plates sewn onto the backs of each hand and finger. Small black crystal shards are mounted on the back of each hand, glowing an eerie orange that highlights the swirling mark within. A faint smell of sulfur surrounds the gloves.
Gloves of flame provide you with the pro- tection of an endure elements spell against cold temperatures and resistance to cold 5. These are continuous effects and require no activation.
In addition, five times per day you can utter the word “burn” in Ignan to generate fl ame in the palm of one hand. This flame is as bright as a torch and persists for up to 10 minutes or until you utter either of two other command words, each of which creates a particular effect and then extin- guishes the flame.
“Scorch”: Creates a 15-foot cone-shaped burst of fire that deals 5d4 points of fire damage (Reflex DC 11 half).
“Singe”: Make a melee touch attack that deals 1d6+5 points of fire damage.
Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous Item, planar binding. Cost to Create: 3,500 gp, 280 XP, 7 days.


Gloves of Fortunate Striking

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: Immediate (mental) Weight: —
These supple white leather gloves are embroidered with blue symbols of luck. You can activate gloves of fortunate striking to reroll an attack roll that you’ve made before you know whether the attack succeeded. You must use the second result, even if it’s lower. You can’t use this ability if you have already rerolled the attack for any reason.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, true strike. Cost to Create: 1,000 gp, 40 XP, 2 days.    


GLOVES OF LARCENY

2,500 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
These supple beige calfskin gloves greatly enhance a thief’s talents. The wearer gains a +5 competence bonus on Sleight of Hand checks.
CONSTRUCTION REQUIREMENTS COST 1,250 G Craft Wondrous Item, creator must have 5 ranks in Sleight of Hand


GLOVES OF RECONNAISSANCE

2,000 GP AURA faint divination CL 3rd WEIGHT —
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, clairaudience/clairvoyance
 


GLOVES OF LIGHTNING

Price (Item Level): 2,000 gp (6th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (command) Weight: —
Strips of hardened blue leather run to the knuckles of this fingerless glove in a jagged lighting-bolt pattern.
Three times per day, you can make a ranged touch attack (range 30 feet) that deals 1d8+5 points of electricity damage. You gain a +3 bonus on the attack if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on).
Prerequisites: Craft Wondrous Item, shocking grasp. Cost to Create: 1,000 gp, 80 XP, 2 days.      


Gloves of Manual Prowess

Price (Item Level): 3,000 gp (7th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (mental) Weight: —
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch.
Gloves of manual prowess allow you to temporarily excel at tasks involving fine manual dexterity. These gloves have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a competence bonus on the next Dis- able Device, Forgery, Open Lock, Sleight of Hand, or Use Rope check you make. You must begin the check within 1 round of activating the gloves. You can’t apply this bonus when you take 10 or take 20—it only applies on a check you actually roll.
  • 1 charge: +5 competence bonus.
  • 2 charges: +7 competence bonus.
  • 3 charges: +10 competence bonus.
Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 1,500 gp, 120 XP, 3 days.


Gloves of Object Reading

Price (Item Level): 3,000 gp (7th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: — Weight: —
The palms and fingertips of these white lace gloves are threaded with platinum. While wearing these gloves and han- dling an inanimate object, you can learn details about that object’s previous owner through the psychic impressions it has accumulated. The amount of information revealed depends on how long you study the object.
  • 1st minute: Last owner’s race.
  • 2nd minute: Last owner’s gender.
  • 3rd minute: Last owner’s age.
  • 4th minute: Last owner’s alignment.
  • 5th minute: How last owner gained and lost the object.
  • 6th+ minute: Next-to-last owner’s race, and so on.
Gloves of object reading will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)
An object without any previous owners, or without any owners in the past ten years, reveals no information. If you employ these gloves additional times on the same object, the information yielded is the same as the first time.
Prerequisites: Craft Wondrous Item, scry- ing or object reading (EPH 123). Cost to Create: 1,500 gp, 120 XP, 3 days.    


GLOVES OF SHAPING

10,000 GP AURA faint transmutation CL 5th WEIGHT —
These soft leather gloves are constantly encrusted with clay between the fingers and allow the reshaping of otherwise durable materials. The wearer can shape objects with hardness 8 or lower (stone, wood, leather, and so on) as if it were soft clay. While it’s possible to rapidly make crude shapes (shaping roughly 1 cubic foot of material per round), creating fine detail or moving parts requires additional time and an appropriate Craft check, at the GM’s discretion.
Materials with more than 8 points of hardness are still affected, though not so dramatically. The wearer may treat these materials as having half as much hardness when attempting to damage or reshape them. For instance, a steel bar normally has 10 points of hardness, but the wearer of the gloves may treat it as having hardness 5, and shape it with woodworking tools.
The gloves only affect shaping materials with the wearer’s hands or handheld tools, and only when the wearer desires to do so.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, soften earth and stone, stone shape, transmute rock to mud


GLOVES OF SWIMMING AND CLIMBING

6,250 GP AURA faint transmutation CL 5th WEIGHT — These apparently normal lightweight gloves are obviously made for use outdoors. They grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.
CONSTRUCTION REQUIREMENTS COST 3,125 GP Craft Wondrous Item, bull’s strength, cat’s grace


Gloves of Spell Disruption

Price (Item Level): 1,000 gp (4th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: — Weight: —
Black striations run across the fingers of these red leather gloves. If you hit a creature with a melee attack while it is casting a spell, add 5 to the DC of the Concentration check required to avoid losing the spell.
Prerequisites: Craft Magic Arms and Armor, dispel magic. Cost to Create: 500 gp, 40 XP, 1 day.


Gloves of the Titan's Gloves

Price (Item Level): 14,000 gp (14th) Body Slot: Hands Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 2 lb.
Banded with aged wood, rough metal, and chunks of stone, these oversized gloves rumble when flexed.
While wearing these gloves, you gain a +8 enhancement bonus on grapple checks. These gloves automatically activate when you enter a grapple, and the effect lasts for 7 rounds.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, bull’s strength or grip of iron (EPH 111). Cost to Create: 7,000 gp, 560 XP, 14 days.


Gloves of the Undra Servant

Price (Item Level): 3,100 gp (8th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (command) Weight: 2 lb.
Made from a pale blue metal and adorned with glowing, faint blue runes, these gloves are caked with layers of frost and ice. While wearing these gloves, you can create a ray of frost at will. In addition, three times per day, you can imbue any melee weapon held in your hand with the frost property (DMG 224) for 5 rounds.
Prerequisites: Craft Wondrous Item, ray of frost. Cost to Create: 1,550 gp, 124 XP, 4 days    


GLOVES OF THE COMMANDING CONJURER

30,000 GP AURA moderate enchantment CL 7th WEIGHT —
These gloves grant the wearer greater control over his summoned creatures. As long as he wears the gloves, creatures conjured by the wearer can understand him as if they shared a common language. This communication is not two-way and does not grant the wearer the ability to understand the creature. Three times per day, the wearer can attempt to take control of a summoned creature within 50 feet as if using control summoned creature (Will DC 16).
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, comprehend languages, control summoned creature (Ultimate Magic)


GLOVES OF THE SHORTENED PATH

27,000 GP AURA moderate conjuration CL 9th WEIGHT —
Once per day on command, the wearer of these oxblood leather gloves can bend space to extend her reach to a nonadjacent square within line of sight. For the next 10 rounds, she can touch anything in that square as if it were her own square, as long as she has line of effect to the target square. She may change the targeted square as a swift action. When using the gloves to touch, attack, or manipulate anything in the square, the wearer’s arms and hands also appear in that square, allowing creatures and effects to target her as if she were in that square. She cannot use this connection to transfer anything from her square to the target square, or vice versa. If she drops anything, it lands in her square. She can use her hands (including natural attacks from those hands, if any), hand-held objects (such as lockpicks), and melee weapons in that square as if she were there. The square is part of her threatened area, though she cannot use the gloves to provide flanking for herself. She cannot use the gloves to grapple, make ranged attacks, or make attacks that require her to move out of her actual square (such as a bull rush combat maneuver).
Interacting with the target square is distracting, and anything that threatens her in her actual square automatically flanks her.
If the wearer or her square is blocked from using teleportation or planar travel effects (such as by dimensional anchor), the gloves do not function. She cannot use the gloves to target a square protected by such an effect.
CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Wondrous Item, teleport


GLOWING GLOVE

2,000 GP AURA faint universal CL 1st WEIGHT —
The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. Such handprints last for 1 day before fading away. The glowing handprint matches the wearer’s hand in terms of size, position of fingers, and so on.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, arcane mark  


GLYPHBANE GLOVES

9,000 GP AURA moderate abjuration CL 7th WEIGHT —
These dark-brown, leather gloves are etched over their entire surface with arcane insignia. The wearer gains a +5 competence bonus on Disable Device checks made to disable magical traps. Once per day, if the wearer’s check to disarm a glyph, rune, or similar writing-based magical trap exceeds the DC by 10 or more, she can change the trigger condition of the trap instead of disabling it. The new trigger condition must be one allowed by the magical trap; for example, a glyph of warding cannot be set according to class, HD, or level, even when manipulated by the gloves.
CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, dispel magic, find traps


HEALER’S GLOVES

2,500 GP AURA faint conjuration CL 5th WEIGHT —
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. The wearer gains a +5 competence bonus on Heal checks. If the healer delivers a spell that heals wth a touch from these gloves, the spell heals an additional +1 hp.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, creator must have 5 ranks in Heal  


IRON COBRA GAUNTLET

8,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This elbow-length scaled metal gauntlet flares at the wrist like a cobra’s hood. Up to three times per day, the wearer can transform the gauntlet into an iron cobra (Bestiary 182), which crawls from the wearer’s wrist and obeys his commands, leaving behind a simple bracelet of linked scales. Whoever wears the bracelet is the iron cobra’s master. The iron cobra can remain animated for a total of 1 hour per day.
If the snake is within hearing range of the master and commanded to revert to gauntlet form (a standard action), it travels to its master as fast as possible, crawls onto its master’s arm, and as a free action reverts to its inactive shape. If the snake’s duration expires before it can reach its master, it reverts to gauntlet form, but automatically melds with the bracelet if the two touch.
If slain in cobra form, the snake reverts to gauntlet form and cannot be used again for 24 hours. If destroyed in gauntlet form, the item is destroyed. The wearer can refill the iron cobra’s poison reservoir in snake form or gauntlet form.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, animate objects, discern location, geas/quest


Hellcat Gauntlets

Price (Item Level): 3,200 gp (8th) Body Slot: Hands Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (command) Weight: —
The fingers of these gray and scarlet gauntlets end in sharp talons, and a faint odor of brim- stone rises from them.
When you activate hellcat gauntlets, the next spell you cast during your turn that targets a single creature also deals 1d6 points of slashing damage per level of the spell, unless the spell has no effect on the target (due to spell resistance or a save negating the spell, for example), in which case the extra damage is negated. This ability functions three times per day, but it can’t be activated in consecu- tive rounds.
Prerequisites: Craft Wondrous Item, spectral hand, keen edge. Cost to Create: 1,600 gp, 128 XP, 4 days.


KI STRAPS

Price (Item Level): 5,000 gp (9th) Body Slot: Hands Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: — Weight: —
These two leather straps seem worn and frayed at the edges. When wrapped around both hands, these straps grant a +2 enhancement bonus to the DC of your Stunning Fist attack (or any other effect gained by expending daily uses of that feat).
Prerequisites: Craft Wondrous Item, Stunning Fist, magic weapon. Cost to Create: 2,500 gp, 200 XP, 5 days.  

MAGNETIST’S GLOVES

6,000 GP AURA faint conjuration CL 3rd WEIGHT —
These thin leather gloves have delicate steel wires running through them. Three times per day as a standard action, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet. The target’s item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use this ability if she has at least one hand free. If the wearer fails the combat maneuver check, she is not disarmed.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, telekinesis


MESMERIST’S GLOVES

Price (Item Level): 8,000 gp (11th) Body Slot: Hands Caster Level: 13th Aura: Strong; (DC 21) enchantment Activation: Free (mental) Weight: 1 lb.
These dark leather gloves have patterns of swirling, multicolored lines embroidered onto the palms.
Mesmerist’s gloves allow a spellcaster to affect an extra target with her enchant- ment spells. Any time you cast an enchantment spell of 3rd level or lower that targets an enemy, you can activate this item to have the spell also target another enemy within 10 feet of the original target.
This ability functions two times per day.
Prerequisites: Craft Wondrous Item, mass suggestion. Cost to Create: 4,000 gp, 320 XP, 8 days.


Mind Blade Gauntlet

Price (Item Level): 24,000 gp (15th) Body Slot: Hands Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: Free (mental) Weight: 1 lb.
A shimmering opalescent gleam shifts slowly across this leather gauntlet. A mind blade gauntlet allows a soulknife to enhance the power of his mind blade. Each mind blade gauntlet is created with a particular weapon property with a market price modifier of +2 (such as collision) that can be used by a soulknife with the mind blade enhancement class feature (see the soulknife class description, EPH 26). When you expend your psionic focus while manifesting your mind blade, the blade gains the weapon property desig- nated by the gauntlet. This effect lasts for 1 minute.
If you split your mind blade into two matching blades, the effect applies only to the mind blade manifested through the mind blade gauntlet. Unlike most items that occupy the hands body slot, you can wear two mind blade gauntlets simultaneously, allowing an effect to be applied to each mind blade (but not two effects to one mind blade).
Prerequisites: Craft Magic Arms and Armor, mind blade. Cost to Create: 12,000 gp, 960 XP, 24 days.


Mindblade Gauntlet, Lesser

Price (Item Level): 10,000 gp (12th) Caster Level: 5th Aura: Faint; (DC 17) conjuration This soft leather gauntlet has an opalescent shine. A lesser mind blade gauntlet functions as a mind blade gauntlet, except that it holds a weapon property with a +1 bonus market price modifier that can be used by a soulknife with the mind blade enhance- ment class feature.
Prerequisites: Craft Magic Arms and Armor, mind blade. Cost to Create: 5,000 gp, 400 XP, 10 days.


PLIANT GLOVE

10,000 GP AURA strong transmutation CL 9th WEIGHT —
Wearing these form-fitting fingerless black gloves makes the wearer’s arms and body more flexible. As a swift action, the wearer can lengthen his arms for up to 10 rounds per day, gaining an additional 5 feet of reach. These rounds need not be consecutive. Attacking with these extended arms is unwieldy, and the wearer takes a –2 penalty on attack rolls, increasing to –4 if he is using two-handed weapons. Even when his limbs aren’t extended, the wearer gains a +5 enhancement bonus on Escape Artist checks and Acrobatics checks to avoid falling damage. The wearer is still able to use hand-based natural
attacks such as claws while wearing the gloves. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, liquid form  


POISONER’S GLOVES

5,000 GP AURA faint transmutation CL 5th WEIGHT —
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins. Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. The wearer can use both gloves in the same round using two weapon fighting or multiple natural attacks (such as 2 slams or 2 claws).
Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, touch injection


REACH GAUNTLETS

Price (Item Level): 500 gp (3rd) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
Each of these gauntlets bears a brass plate set with a faceted pale blue crystal on the back of the hand.
If you are a psionic character, reach gauntlets allow you to temporarily create a telekinetic extension of your normal attacks. You must spend 1 power point to activate the gauntlets, effectively extend- ing your normal reach by 5 feet for all melee attacks you make until the end of your turn.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, mage hand or extend reach (CP 89).


Rending Gauntlets

Price (Item Level): 3,610 gp (8th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Swift (command) Weight: —
These heavy, fingerless leather gloves bear shin- ing adamantine bands across the knuckles. These masterwork spiked gauntlets allow you to tear the flesh of any creature you strike with at least two weapons. If you deal damage to a creature with at least two different weapons or natural attacks on your turn, you can activate rending gaunt- lets to deal an extra 2d6 points of damage with the second attack.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, shatter. Cost to Create: 1,500 gp (plus 610 gp for masterwork spiked gauntlets), 120 XP, 3 days.


Repelling Gauntlets

Price (Item Level): 2,300 gp (6th) Body Slot: Hands Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Immediate (command) Weight: —
Dark birds of prey, four small chains, and a black-and-yellow checkered field adorn these leather gloves. Inspired by the spells of the legendary wizard Bigby, these gloves help keep enemies at a safe distance. You can acti- vate repelling gauntlets only when a visible enemy moves into a square adjacent to you. That enemy must attempt a DC 17 Reflex save; if this fails, it is immediately pushed 5 feet away from you and it loses any remaining movement allowed in that action (though it can use additional actions to move farther).
For example, if a wolf (speed 50 feet) moved 30 feet into a square adjacent to you, and it failed its save against the effect, you would push it 5 feet away from you in any direction and it would lose the remaining 20 feet of that move action. It could then use another move action, if it still had one, to close the remaining distance. If the wolf were charging, its entire full-round action would be wasted.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, Bigby’s interposing hand. Cost to Create: 1,150 gp, 92 XP, 3 days.


SHADOW FALCONER’S GLOVE

8,000 GP AURA moderate conjuration CL 7th WEIGHT 1 lb.
This elbow-length, heavy leather glove’s fine embroidery is marred by dozens of claw marks. Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and performs a disarm or steal combat maneuver (wearer’s choice, CMB +16). The shadow falcon is a magical effect, not a creature, and this action does not provoke attacks of opportunity. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer’s hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, shadow conjuration
 


Storm Gauntlets

Price (Item Level): 10,604 gp (13th) Body Slot: Hands Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — and standard (command) Weight: 1 lb.
Ribbons of electricity crackle over these gleam- ing, blue-tinged metal gauntlets. Jagged white bolts arc between the pair, filling the air with the scent of ozone.
When worn together, this pair of +1 spiked gauntlets grants you resistance to electric- ity 5. This is a continuous effect and requires no activation.
In addition, storm gauntlets have 4 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to generate a number of electrcity-based effects. 1 charge: shocking grasp. 2 charges: lightning bolt (Reflex DC 14 half). 4 charges: electric spheres. These act like flaming spheres, except that you create four spheres of crackling electricity. You can direct any or all of the spheres with the same action. Multiple spheres directed at the same creature deal damage separately (Reflex DC 13 half). These spheres deal electric damage.
Prerequisites: Craft Magic Arms and Armor, shocking grasp, lightning bolt. Cost to Create: 5,000 gp (plus 604 gp for two masterwork gauntlets), 400 XP, 10 days.


TALONS OF LENG

67,000 GP AURA strong transmutation CL 15th WEIGHT 1 lb.
Finely laid gold filigree lines these ornately worked talons. Once donned, the talons of Leng grant the wearer a natural claw attack with each hand that deal 1d4 points of damage for a Medium wearer, or 1d3 points of damage for a Small wearer. These claw attacks have a +3 enhancement bonus on attack and damage rolls. On a critical hit, the target must succeed at a DC 20 Will save or become permanently confused as per the insanity spell. This is a mind-affecting effect. The wearer of the talons of Leng is immune to effects that grant the confused condition. For as long as she wears the talons, however, her Wisdom is reduced by 2, as alien voices constantly whisper through her head. The talons of Leng do not interfere with spellcasting, the use of handheld items, or wielding weapons.
CONSTRUCTION REQUIREMENTS COST 33,500 GP Craft Magic Arms and Armor, Craft Wondrous Item, greater magic fang, insanity


Toxic Gloves

Price (Item Level): 6,000 gp (10th) Body Slot: Hands Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Swift (mental) Weight: —
These smooth black leather gloves feel slightly sticky to the touch.
Toxic gloves allow you to imbue a held weapon with poison without any risk to yourself. When you activate these gloves, choose a single melee weapon you hold. The next attack made with that weapon before the end of your turn also poisons the target (injury; 1d6 Con/1d6 Con; Fort DC 16 negates).
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, poison. Cost to Create: 3,000 gp, 240 XP, 6 days.


TRAPSPRINGER’S GLOVES

4,000 GP AURA faint divination CL 5th WEIGHT 1 lb.
These studded leather gloves look similar to workman’s gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, find traps


True Strike Gloves

Price (Item Level): 3,500 gp (8th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: Standard (command) Weight: —
These supple leather gauntlets are dyed the color of ivory.
When you activate true strike gauntlets, you gain a +20 insight bonus on the next attack you make before the end of your next turn.
This ability functions once per day. Prerequisites: Craft Wondrous Item, true strike. Cost to Create: 1,750 gp, 140 XP, 4 days.


VAMPIRIC GLOVES

18,000 GP AURA moderate necromancy CL 5th WEIGHT —
These pale, elegant-looking leather gloves have bloodred stitching on the fingers—which bears a startling resemblance to blood-encrusted fingernails. Three times per day, the wearer can use vampiric touch and bleed. If the wearer uses vampiric touch and holds the charge, the charge dissipates if the gloves are removed.
Though vampiric touch is normally a touch attack, the wearer can instead use that ability as a ranged touch attack with a range of 30 feet, but only against a dying target or a target suffering from a bleed effect. When using vampiric touch in this way, the wearer can hold the charge on a missed ranged touch attack.
If the wearer is suffering from a bleed effect, he may expend one use of vampiric touch to end the bleed effect.
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, bleed, vampiric touch

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