Difference between revisions of "Magic Items/Armiger's Gauntlets"

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Latest revision as of 00:22, 16 January 2022

Main > Magic Items > Gear > Hands > Armiger's Gauntlets
Slot Cost Weight Aura CL Rarity
hands 2,250 gp 2 lb. faint Conjuration 1 rare

A heavy pair of armored gauntlets, these magic items are a series of metal plates riveted to thick leather gloves. They alter their appearance and style to match any armor worn with them.

As a free action, you can mentally command your gauntlets to help you don your armor. The metal flies off the gauntlets (leaving their leather backing to protect your hands), and swirls around an unattended suit of armor of your choice. They proceed to grab the armor and strap it expertly to your body, leaving you free to do other things. As soon as the gauntlets begin their work you suffer the full armor check penalty, arcane spell failure, and maximum Dexterity of your armor (while the armor isn’t fully on at first, the metal swirling around you gets in the way).

The gauntlets can put on your armor in the amount of time it normally takes to don hastily with help. They do this even if you are moving around and taking other actions (even fighting). The gauntlets work to protect your most vital regions first, causing your armor to grant you some bonus before it is fully donned. To figure how much bonus you get each round, determine how many rounds it takes to don your armor with help. Subtract your armor’s armor bonus from the number of rounds it takes to don. This is the number of rounds it takes to gain one point of armor bonus. Each round afterward, you gain one additional point of armor bonus, until you reach your full bonus, at which time your armor is fully donned.

For example, a knight with a suit of banded mail owns a pair of armiger’s gauntlets. It takes him 10 rounds (1 minute) to fully don his armor. Since his armor gives him a +6 armor bonus, he gains one point of armor bonus on the fourth round (10 rounds –6 armor bonus). Each round, the knight gains one additional point of armor bonus from his armor until round 10, when the armor is fully donned and grants his full +6 armor bonus.

The gauntlets can also remove your armor in the time it normally takes to remove it with help.

Construction Requirements
Infuse Item, Conjurer; Cost 1,125 gp

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

15. COPYRIGHT NOTICE

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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Open Gaming Content On This Page From:

System Reference Document

Pathfinder RPG Core Rulebook

Loot 4 Less vol. 5: All You Need Is Gloves

Spheres of Power