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Gauntlets and Gloves

Usable by all classes. A character must generally wear both members of a pair of magical gauntlets in order to gain their benefits. Only one set of gauntlets may be used by a character at a time. In the following list, and for use at PrinceCon, no distinction is made between gloves and gauntlets, although "gauntlets" generally refers to the protective gloves worn with a suit of armor.

Gauntlets of Adhesion

Level 2. Cursed-16. These gauntlets appear to be some other type of gauntlets, until they reveal their true nature. Whenever something of stone is touched (e.g., dungeon walls, floors, some doors, etc.), there is a 1/6 chance that the glove will stick to the stone for 2D6 turns. Once their true nature has been revealed, they may only be removed via a successful Remove Curse as versus a 16th level.

Gloves of Concealment

Level 1 "F, C, S". These gloves add 20% to the user's base Conceal Item chance. This is typically rolled when an attempt is made to palm an item, hide something on one's person, or perform similar feats of sleight of hand.

Gloves of Crushing

Level 3. The wearer may attempt to crush a single victim, doing 10D6 damage, up to 12" range, with a physical saving throw. A successful save results in 1/2 damage. Gloves of Crushing have no effect on noncorporeal beings, or on giant slugs, ochre jelly, black pudding, or other creatures without solid bodies. Suggested burnout rate is 20%.

Gauntlets of Dexterity +N

Level N. These gauntlets add +N to the wearer's dexterity for as long as they are worn.

Dwarven Gauntlets

Level 1 "F, C". When a dwarf wears these gauntlets, any magical war hammer returns when he throws it, in the same round, whether or not he successfully hits (just like a Returning War Hammer). A slightly more powerful version of the gauntlets would affect any war hammer (not just any magical one) thrown by the wearer, but the default version is limited to magical hammers.

Gauntlets of Fumbling

Level 1. Cursed-16. These gauntlets appear to be some other type until used in a crucial situation. They then reduce the wearer's dexterity to 3, and cause him to drop things (such as weapons) at the wrong moment, lose his grip, and so on. He may hold onto something for D6 rounds if he makes a physical save. Once revealed, they will continue to so act and can only be removed via a successful Remove Curse as versus a 16th level.

Gloves of Manipulation

Level 2. (Also affectionately known as Mickey Mouse Gloves.) When placed on the appropriate part of some handless creature of approximately human size, these gloves give the creature full dexterity as if he had human hands.

Gauntlets of Ogre Power

Level 2 "F, C, S". The wearer of these gauntlets has a strength of 17, regardless of his normal strength.

Gauntlets of Opening Locks +N

Level N S. These gauntlets increase the scout's base chance to open locks by 10N%. They only add to the roll for the first person who attempts to use them on a particular lock. If he fails, this shows that the gauntlets are of no help against this particular lock. Thus passing the gauntlets around does no good. (These gauntlets were designed for the "Pick Locks" ability of the former character class of thief, and may be specifically limited to thieves in a scenario or campaign that includes the class.)

Gauntlets of Opening Locks & Removing Traps +N

Level N S. This pair combines the functions of the two gauntlets, +10N%.

Gloves of Power

Level 3. Each pair of Gloves of Power is either fire-based or cold-based. The wearer may strike with the gloves in melee as a D6 weapon, with no adjustment for weapon type vs. armor class. Any damage bonus (or penalty) for strength applies. The fire-based gloves cause double damage to undead and to cold-based creatures, and half damage to fire-based creatures. The cold-based gloves affect fire-based and cold-based creatures correspondingly. In addition, if the wearer casts a fire-based or cold-based spell (whichever applies), add +1 to each die of damage. The wearer must already be able to cast the spell to gain the benefit of this damage bonus; these gloves impart no spellcasting ability, nor do they add to the damage of spells cast from items.

Remote Gloves

Level 1. The user may create and control a pair of small humanoid hands at a distance from him. The hands are invisible to all but the user. Once created the hands remain in one location. They can hold up to 200 pounds of stress, but can't be used to grasp an unwilling living creature. The hands last as long as the user continues to concentrate on them and remains within 3". The gloves are usable once per day.

Gauntlets of Removing Traps +N

Level N S. These gauntlets increase the scout's base chance of removing a trap by 10N%. (They have no effect on the chance to find or to set traps.) As with Gauntlets of Opening Locks, passing them around does no good.

Gloves of Silence

Level 1. When these gloves are worn, their index fingers can be used to stop up the wearer's ears. The wearer is effectively deaf to all sound while doing this. He is then be immune to attacks that work via his hearing, such as a Bell of Fate, Drums of Panic, Rhumba Drums, a Horn of Deafness, a harpy's song, Pipes of Subdual, a Lyre of Truth, etc. This, of course, requires the wearer to use both hands to have any effect.

Strangler's Gloves

Level 3. If the user grapples while wearing these gloves, he is able to seize the victim's throat (if he succeeds in grappling). The gloves then strangle the victim in his constitution-D10 melee rounds, unless they are removed as per breaking a Wizard Lock. (A Knock spell works, as well as brute force.) The wearer may not remove his hands from the gloves while they are strangling, nor can he stop them, and they will continue to strangle even if the wearer dies. Creatures with no necks, or that don't breathe, are unaffected. If the user can't reach the neck, or get his hands around it, the gloves don't work.

Gauntlets of Strangulation

Level 3. Cursed-16. These gauntlets appear to be some other type, but each time the wearer is injured (takes 10% or more of his remaining hit points) there is a 1/6 chance that he loses control of himself. He then attempts to strangle the nearest being he has known for at least a day. (If none is available he strangles himself.) Run the strangling as per Strangler's Gloves (see above). Once these gauntlets have shown their true nature, they may only be removed via a successful Remove Curse as versus a 16th level.

Gauntlets of Swimming & Climbing

Level 2 "F, C, S". The wearer may swim for extended distances or in the roughest of conditions without tiring or faltering. He may climb walls with no obvious holds 95% of the time, with adjustments for distance and difficulty as for a scout.

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Last Modified on September 25,1995.

ammulder@princeton.edu