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Player > Items > Hybrid > Scrambler gloves, mk 1
Level: 6
Price: 4500
Bulk: L
Runes and twisting lines crisscross the shimmering surface of
scrambler gloves. The gloves count as a worn magic item unless
you install them in armor, taking up one upgrade slot.
You can touch a creature with these gloves by attempting a
melee attack against your target’s EAC. If you hit, the scrambler
gloves disrupt the target’s mental faculties, rendering the
victim confused and shaken for 1 round if it succeeds at a Will
saving throw (DC = 10 + half the item level + your key ability
score modifier), or for 1d3+1 rounds on a failed save. However,
when the creature rolls on the confusion table, a result of 51–75
causes the creature to instead be staggered, and on a result of
76–100, the creature is instead staggered and can’t cast spells
or activate supernatural abilities. This is a mind-affecting effect.
After you use the gloves, you can spend 1 Resolve Point to use
them again. The gloves’ type determines how many times they
can be used per day and how many Resolve Points you can spend
for additional activations per day. Once you use a given pair of
scrambler gloves, you can’t use a different pair for 24 hours.
Once per day; 1 Resolve Point
Name | Level | Price | Bulk | Source |
---|---|---|---|---|
Scrambler gloves, mk 2 (Worn) | 10 | 18000 | L | ARM p.124 |
Scrambler gloves, mk 3 (Worn) | 14 | 73000 | L | ARM p.124 |
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