Treasure: Gauntlets and Gloves
Some more gauntlets and gloves as magic items from Dungeon Master's Guide for D&D 3.5.
Gauntlets of
Ogre Power
Gauntlets of Ogre Power – as a metatronic generator
(using Pyramid 3-46)
These
hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40). Costs
1 FP/hour.
Statistics: Arm
ST+4 (Apparatus, +0%; Magical, -10%) [18].
TL3
Cost: 13 + 18 x $125 x 2 = $4,513.
TL8 Cost: 13 + 18 x $2,500 x 2= $90,013.
Gauntlets of Ogre Power – as an enchanted item (using
Sorcery, indestructible armor)
These
hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40).
Statistics: Arm
ST+4 (Magical, -10%) [18]. Usually On; Armor, x0.9; 17 EP.
TL3
Price: 2 x ($100 + 17 x $320) = $11,080.
TL8
Price: 2 x ($2,000 + 17 x $1,180) = $44,120.
Gauntlets of Ogre Power – as an enchanted item (using
Sorcery, destructible armor)
These
hardened leather gauntlets (LTIA, page 15) grant the wearer Arm ST+4 (p. B40).
Statistics: Arm
ST+4 (Magical, -10%) [18]. Usually On; Armor, x0.55; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
TL8
Price: 2 x ($1,000 + 10 x $1,180) = $25,600.
Gauntlet of Rust
Gauntlet of Rust – as a metatronic generator (using
Pyramid 3-46)
This
single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is
actually quite powerful. It can affect an object as with the Rusting Grasp
spell (see below). It also completely protects the wearer and her gear from
rust (magical or otherwise), including the attack of a rust monster. Each use
costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Affliction
1 (HT; Accessibility, Rusting objects only, -40%; Apparatus, +0%; Attribute Penalty,
HT-5, +50%; Costs 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1,
+100%; Melee Attack, Reach C, -30%; Negated Advantage, Reduced DR 10, +50%; No
Signature, +20%) [24] + Immunity to Rust (Apparatus, +0%; Force Field, +20%;
Magical, -10%) [6].
TL3
Cost: 45 + 30 x $125 x 2 = $7,545.
TL8 Cost: 45 + 30 x $2,500 x 2= $150,045.
Gauntlet of Rust – as an enchanted item (using
Sorcery, indestructible armor)
This
single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is
actually quite powerful. It can affect an object as with the Rusting Grasp
spell (see below). It also completely protects the wearer and her gear from
rust (magical or otherwise), including the attack of a rust monster. Each use
costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Rusting
Grasp [24] + Immunity to Rust (Force Field, +20%; Magical, -10%) [6]. Usually
On; Armor, x0.9; 27 EP.
TL3
Price: 2 x ($200 + 27 x $320) = $7,680.
TL8
Price: 2 x ($1,180 + 27 x $1,180) = $71,720.
Gauntlet of Rust – as an enchanted item (using
Sorcery, destructible armor)
This
single medium segmented gauntlet (LTIA, page 15) rusted and pitted but is
actually quite powerful. It can affect an object as with the Rusting Grasp
spell (see below). It also completely protects the wearer and her gear from
rust (magical or otherwise), including the attack of a rust monster. Each use
costs 1 FP, and the passive rust protection costs an additional 1 FP/hour.
Statistics: Rusting
Grasp [24] + Immunity to Rust (Force Field, +20%; Magical, -10%) [6]. Usually
On; Armor, x0.6; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
TL8
Price: 2 x ($2,000 + 18 x $1,180) = $46,480.
Gloves of Arrow
Snaring
Gloves of Arrow Snaring – as a metatronic generator
(using Pyramid 3-46)
Once
snugly worn, these gloves seem to meld with the hands, becoming almost
invisible. While wearing these gloves and having at least one free hand, the
wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1
FP/hour.
Statistics: Catch
Missile (Apparatus, +0%) [11].
TL3
Cost: 1 x $125 x 11 = $2,750.
TL8 Cost: 1 x $2,500 x 11= $55,000.
Gloves of Arrow Snaring – as an enchanted item (using
Sorcery, indestructible armor)
Once
snugly worn, these gloves seem to meld with the hands, becoming almost
invisible. While wearing these gloves and having at least one free hand, the
wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1
FP/hour.
Statistics: Catch
Missile [11]. Usually On; Armor, x0.9; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
TL8
Price: 2 x ($1,000 + 10 x $1,180) = $25,600.
Gloves of Arrow Snaring – as an enchanted item (using
Sorcery, destructible armor)
Once
snugly worn, these gloves seem to meld with the hands, becoming almost
invisible. While wearing these gloves and having at least one free hand, the
wearer can catch missiles as per Catch Missile spell (GURPS Sorcery – Protection and Warning Spells, p. 5). Costs 1
FP/hour.
Statistics: Catch
Missile [11]. Usually On; Armor, x0.6; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
TL8
Price: 2 x ($1,000 + 7 x $1,180) = $18,520.
Gloves of Dexterity
Gloves of Dexterity – as a metatronic generator (using
Pyramid 3-46)
These
thin leather gloves are very flexible and allow for delicate manipulation. The
gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High
Manual Dexterity 2 (Apparatus, +0%; Magical, -10%) [9].
TL3
Cost: 1 x $125 x 9 = $2,250.
TL8 Cost: 1 x $2,500 x 9= $45,000.
Gloves of Dexterity – as an enchanted item (using
Sorcery, indestructible armor)
These
thin leather gloves are very flexible and allow for delicate manipulation. The
gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High
Manual Dexterity 2 (Magical, -10%) [9]. Usually On; Armor, x0.9; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
TL8
Price: 2 x ($1,000 + 9 x $1,180) = $23,240.
Gloves of Dexterity – as an enchanted item (using
Sorcery, destructible armor)
These
thin leather gloves are very flexible and allow for delicate manipulation. The
gloves grant the wearer High Manual Dexterity 2 (p. B59). Costs 1 FP/hour.
Statistics: High
Manual Dexterity 2 (Magical, -10%) [9]. Usually On; Armor, x0.6; 6 EP.
TL3
Price: 2 x ($50 + 6 x $320) = $3,940.
TL8
Price: 2 x ($1,000 + 6 x $1,180) = $16,160.
Glove of Storing
Glove of Storing – as a metatronic generator (using
Pyramid 3-46)
This
device is a simple leather glove. On command, one item held in the hand wearing
the glove disappears, moving to an extradimensional space. The glove provides
extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions.
While you can multiply by 20 lbs./cubic foot to estimate weight, the contents
aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The
stored item is in another dimension entirely and can’t be affected by any
normal attack. A glove can only store one item at a time. With a snap of the
fingers wearing the glove, the item reappears. Storing or retrieving the tiem
is a free action. Costs 1 FP/hour.
Statistics: Payload
5 (Apparatus, +0%; Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect,
Must fit in one hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced
Time 1, +20%; Requires words to activate and a snap to restore, -10%) [7].
TL3
Cost: 1 x $125 x 7 = $1,750.
TL8 Cost: 1 x $2,500 x 7 = $35,000.
Glove of Storing – as an enchanted item (using
Sorcery, indestructible armor)
This
device is a simple leather glove. On command, one item held in the hand wearing
the glove disappears, moving to an extradimensional space. The glove provides
extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions.
While you can multiply by 20 lbs./cubic foot to estimate weight, the contents
aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The
stored item is in another dimension entirely and can’t be affected by any
normal attack. A glove can only store one item at a time. With a snap of the
fingers wearing the glove, the item reappears. Storing or retrieving the tiem
is a free action. Costs 1 FP/hour.
Statistics: Payload
5 (Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect, Must fit in one
hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced Time 1, +20%; Requires
words to activate and a snap to restore, -10%) [7]. Usually On; Armor, x0.9; 7
EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
TL8
Price: 2 x ($1,000 + 7 x $1,180) = $18,520.
Glove of Storing – as an enchanted item (using
Sorcery, destructible armor)
This
device is a simple leather glove. On command, one item held in the hand wearing
the glove disappears, moving to an extradimensional space. The glove provides
extra space for (wearer’s HP x wearer’s HP)/200 cubic feet of possessions.
While you can multiply by 20 lbs./cubic foot to estimate weight, the contents
aren’t affected by gravity and capacity doesn’t depend on the wearer’s ST. The
stored item is in another dimension entirely and can’t be affected by any
normal attack. A glove can only store one item at a time. With a snap of the
fingers wearing the glove, the item reappears. Storing or retrieving the tiem
is a free action. Costs 1 FP/hour.
Statistics: Payload
5 (Cosmic, Extraplanar, +50%; Magical, -10%; Nuisance Effect, Must fit in one
hand, -5%; Nuisance Effect, One item at a time, -5%; Reduced Time 1, +20%; Requires
words to activate and a snap to restore, -10%) [7]. Usually On; Armor, x0.6; 5
EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($600 + 5 x $1,180) = $13,000.
Gloves of Swimming
and Climbing
Gloves of Swimming and Climbing – as a metatronic
generator (using Pyramid 3-46)
These
apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming.
Costs 1 FP/hour.
Statistics: Racial
Bonus to Climbing +2 (Apparatus, +0%; Magical, -10%) [4] + Racial Bonus to Swimming
+2 (Apparatus, +0%; Magical, -10%) [4].
TL3
Cost: 4 x $125 x 8 = $2,000.
TL8 Cost: 4 x $2,500 x 8 = $40,000.
Gloves of Swimming and Climbing – as an enchanted item
(using Sorcery, indestructible armor)
These
apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming.
Costs 1 FP/hour.
Statistics: Racial
Bonus to Climbing +2 (Magical, -10%) [4] + Racial Bonus to Swimming +2 (Magical,
-10%) [4]. Usually On; Armor, x0.9; 4 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
TL8
Price: 2 x ($1,000 + 8 x $1,180) = $20,880.
Gloves of Swimming and Climbing – as an enchanted item
(using Sorcery, destructible armor)
These
apparently normal lightweight gloves grant a +2 bonus to Climbing and Swimming.
Costs 1 FP/hour.
Statistics: Racial
Bonus to Climbing +2 (Magical, -10%) [4] + Racial Bonus to Swimming +2 (Magical,
-10%) [4]. Usually On; Armor, x0.6; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($600 + 5 x $1,180) = $13,000.
NEW SPELL
Rusting Grasp
Keywords: Resisted (HT).
Full Cost: 21 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: Three minutes.
The caster touches a metal item,
causing it to rust and become fragile. The metal in question must be of a type
that weakens in time with exposure to oxygen; copper, for example, changes
color to green but does not weaken. The sorcerer must roll a Quick Contest of
Will vs. the object’s HT+SM. If the target’s HT is unknown, assume that
machines have HT 10 and simple objects have HT 12, modified for quality: -2 for
cheap, +1 for fine, +2 for very fine.
If he wins, for the next three
minutes the object’s HT is at -5 and its DR is reduced by 10; if it’s a weapon,
treat it as cheap for breakage purposes, or an extra +2 to break if already
cheap. If he loses or ties, there is no effect.
Rusting Grasp must affect objects as
a whole; it cannot target part of an object. The GM has the final say over what
constitutes a “whole” object.
This spell may be countered by
casting Restore Metal.
Statistics:
Affliction 1 (HT; Accessibility, Rusting objects only, -40%; Attribute Penalty,
HT-5, +25%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C,
-30%; Negated Advantage, Reduced DR 10, +50%; No Signature, +20%; Sorcery,
-15%) [21].
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