Poisoners Gloves +4
Poisoners Gloves +4
- Cost: 65,000 gp
- Weight: 1 lbs.
- Family: Poisoners Gloves
A pair of Poisoners Gloves are almost always colored black. They may be heavy leather gauntlets, or they may be slim, form-fitting silken marvels. They may be plain, or highly decorated, and chased leather Gloves inlaid with bloodgold and rubies is a popular choice. They always cover the entire hand, and a sharp eye will note the tiny needles that decorate each fingertip. The one constant is, they are as black as the soul of their wearer.
Poisoner's Gloves always protect the wearer from poisoning themselves whenever they handle or use Poisons, although they offer no protection against somebody else poisoning them. Far more powerfully, these dire Gloves will absorb and then strengthen any poison they come into contact with. The usual method is for the wearer to purchase a dose of poison and then pour it into their cupped palm (out of combat, this process takes far too long to use during a fight). The poison vanishes, absorbed into the Gloves. A poison poured into your right hand can be used with your left hand, and vice versa. The Gloves can hold many, many doses of poison safely this way, and poison stored in a Glove is always fresh and ready for use, never spoils, and cannot be stolen, adulterated, or neutralized. If different poisons are stored in the Gloves, the wearer may choose which one to apply every time the Gloves are used.
At the GM's discretion, the wearer of these Gloves might be able to absorb doses of poison from defeated monsters who use poison. In all cases, any poisons absorbed are converted into a dose of Simple Venom. In no case should a monster poison be accessible to a player character, although, to be honest, monster poisons are not very useful in a fight.... If allowed, GM's are urged to use caution. Even doses of Simple Venom are pretty nice.
If the Gloves are sundered, they cannot be used while they are Broken, but all poisons stored within are kept fresh and safe until the Gloves are repaired. (No, sundering the gloves doesn't spray deadly poison in all directions...unless the GM rules it does.)
At will, as a free action during their turn, the wearer of the gloves can cause them to exude their cargo. The tiny needles in the fingers allow the effects of any type of poison stored in the glove to be applied as a melee touch attack (this attack does zero damage without the poison). Even better, if the wearer is proficiently wielding one or more weapons, the poison magically appears on the weapon between attacks, and one or several doses can be applied even in the midst of a furious melee! While a single dose of poison will last through an entire encounter, this allows the poisoner to switch the type of poison they are applying with separate attacks. Given the number of effects Poisons can apply, this can be a very useful ability.
Far more deadly, Poisoners Gloves can be used to apply poison damage with more than one attack per round! Under normal conditions, player poisons last a long time, but only apply their effects to the first attack that hits each round. With a good enough pair of Poisoners Gloves, you can apply a fresh dose of poison 'in between' attacks, and thus inflict poison damage many times per encounter, or round.
This means that Poisoners Gloves can administer huge amounts of poisons, doing equally huge harm, but at a large cost. Fortunately the Gloves increase the Potency of all poisons stored within, to a maximum of 40, so that defrays the expense somewhat.
If the wearer stores different kinds of Poisons, they may choose exactly which dose is applied to every strike with their weapon, even if they attack a dozen times in a round.
- Negates any chance to poison yourself when applying poisons.
- Allows a melee touch attack to apply poison damage as many times as you can attack in a round.
- Adds +2 Potency to all Poisons stored in the gloves, maximum Potency 40.
- The pair of Gloves, combined, can store up to 16 doses of poison.
- The Gloves can apply any stored poison the wearer chooses, to a weapon they wield, up to three times per round per weapon, as a free action on their turn or as an immediate action outside their turn (to poison an attack of opportunity, for example). This allows poison effects to be applied up to three times per round per weapon on a successful hit, but any poison doses applied in this fashion are expended immediately, which can get expensive.
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).