Support United Paizo Workers! Click here for more details!
Player > Items > Hybrid > Scrambler gloves, mk 3
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 targetâ€™s EAC. If you hit, the scrambler gloves disrupt the targetâ€™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 51â€“75 causes the creature to instead be staggered, and on a result of 76â€“100, the creature is instead staggered and canâ€™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 glovesâ€™ 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 canâ€™t use a different pair for 24 hours.
Three times per day; 3 Resolve Points
|Scrambler gloves, mk 1 (Worn)||6||4500||L||ARM p.124|
|Scrambler gloves, mk 2 (Worn)||10||18000||L||ARM p.124|