Arsenal Gloves +5
Arsenal Gloves +5
- Cost: 65,000 gp
- Weight: 1 lbs.
- Family: Arsenal Gloves
Arsenal Gloves are a potent way of holding more things in your hands than should be logically possible. They can have nearly any appearance, but they tend to be supple, sturdy gloves, fitting snugly to the hand. They often leave the fingers exposed, but not always, and tend to a dashing, militaristic style. It is possible to find them in finely decorated versions, but again, such is rare.
These magical gloves are sometimes 'lumped in' with storage items, such as a Bag of Holding, or more appropriately, a Magic Haversack, but unlike those items' ability to carry just about anything you want, a pair of Arsenal Gloves only works on weapons, shields, implements, and musical instruments that you already own. You cannot, for example, store potions in your arsenal gloves to make them easier to bring to hand. Furthermore, unlike other true storage items, the weight of any item stored in Arsenal Gloves is unchanged, and must still be added to the wearer's overall encumbrance.
While you are wearing an attuned pair of these gloves, and holding a weapon, shield, implement, or instrument that you own, you may shrink that item to infinitesimal size and cache it inside the material of the glove. The utility of this is that your hand is now considered to be empty, and can be used to fight, pick locks, steal a beer, wave hello, or, usefully, pick up and wield another object. Even better, if the Gloves have the capacity, you can shrink a second item (or third, or fourth....) as well and store it away. Note that changing your own size does not change the ability of this item to store or swap items.
Once the Arsenal Gloves are storing one or more items, the owner can then use the gloves to simultaneously shrink and expand any number of these objects at will, taking an action depending upon the capability of the Gloves, and thus 'swap' between items they are holding very quickly. If you choose to expand more items than you can legally hold, any extra items drop noisily to the ground at your feet, where you can pick them up as part of a move action, as normal. Dropping items like this breaks a Stealth stance due to making a voluntary noise, so don't do that if you want to be sneaky. If a pair of Gloves are Sundered and gain the Broken condition, they stop working until repaired. Any items stored inside them remain shrunken and stored, and cannot be used until the Gloves are repaired.
Obviously, this item can be extremely useful. Being able to swap out a sword for a Caduceus Rod 'on the fly' is something nearly any front-line fighter would adore, and being able to sort between their arsenal of rods, staves, and wands quickly and easily is something every caster longs for.
Arsenal Gloves come in a wide variety of capacities and capabilities, and the more potent among them are very valuable indeed.
Storing or retrieving an item is a free action up to once per round, and if you are holding a different sized-medium (or smaller) weapon, shield, implement, or musical instrument while something else is stored, you can swap them for one free action up to once per round. Using the gloves as a free action must always be performed during your turn, and no more than one free action can be used to activate the gloves each round. However, you may use swift actions to store, retrieve, or swap items in the gloves if you run out of free actions. A weapon, shield, implement, or musical instrument stored in the Gloves can be retrieved in either or both hands, as desired. Note that this does not mean you duplicate the item, it just means you can put either or both hands on the item as part of storing and/or swapping it.
Arsenal Gloves cannot be used to store any object other than weapons, shields, implements, or musical instruments. You must own any items being stored. You cannot, for example, store potions in your arsenal gloves to make them easier to bring to hand, nor can arsenal gloves be used to shoplift items from a store. Furthermore, the weight of any stored items is not reduced in any way, and must still be added to the wearer's overall encumbrance.The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
- Creation: Creator (Feat), Bailiwick Check (DC 44 (10 + double CL)), Bright (tier 3) remnant, An item symbolic of the enchantment, 32,500 gp (minus cost of symbolic item).