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Glove of Storing too powerful?
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<blockquote data-quote="James McMurray" data-source="post: 117415" data-attributes="member: 743"><p>"Glove of Storing</p><p></p><p>This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and-because the item is stored in stasis-even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly. Although it is handy to have two of these gloves, the creation process yields only one.</p><p></p><p>Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink item; Market Price: 2,200 gp; Weight: -."</p><p></p><p>Additionally, the DMG erratta states that storing and retrieving items is a free action.</p><p></p><p>Ok, so here's the problem I've been having with them: They effectively allow a party to all have weapons that are keen, flaming burst, and +x in addition to their normal abilities (where x is 1/3 the party cleric's level. Just have your party cleric cast multiple extended Flame of Faith (flaming for one round per level) and Greater Magic Weapon on your +1 shocking, frost weapon (or whatever). Then have the party mage cast Keen edge on it. Then store it in stasis in your glove. sure, the flaming burst part might only last for 30 rounds or so, but that should be plenty of time.</p><p></p><p>Effectively, you've changed a +3 weapon into a +11 weapon (if the cleric is 18th level or has a Bead of Kharma). Even without an 18th level cleric, at 12th level you're still gaining +6 toy our weapon. All for the low cost of 2200 gold and a few spell slots during down time. If the weapon is in the hands of the cleric, he can gain at least one more plus with Weapon of the Deity.</p><p></p><p>If it is a quiver of ammo you are using, you can add Lillendel's Fury to the list, meaning each arrow fired splits into 3 arrows (the secondary ones are only +1 though.) Then, store a buffed up bow in the other glove and you're set.</p><p></p><p>I realize that the enemies can also use this tactic, so it is indeed balanced when fighter types go aagainst fighter types, but other than that, I'm thinking it may be a bit too much. </p><p></p><p>What do you guys think? should I lower the power level of the gloves by removing the stasis effect? I won't do it during this campaign I'm running, but would certainly consider it for the next (although I don't know if there are any Gloves of Storing in Return tot he Temple of Elemental Evil, which is my next campaign.)</p><p></p><p>Thanks in advance,</p></blockquote><p></p>
[QUOTE="James McMurray, post: 117415, member: 743"] "Glove of Storing This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and-because the item is stored in stasis-even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly. Although it is handy to have two of these gloves, the creation process yields only one. Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink item; Market Price: 2,200 gp; Weight: -." Additionally, the DMG erratta states that storing and retrieving items is a free action. Ok, so here's the problem I've been having with them: They effectively allow a party to all have weapons that are keen, flaming burst, and +x in addition to their normal abilities (where x is 1/3 the party cleric's level. Just have your party cleric cast multiple extended Flame of Faith (flaming for one round per level) and Greater Magic Weapon on your +1 shocking, frost weapon (or whatever). Then have the party mage cast Keen edge on it. Then store it in stasis in your glove. sure, the flaming burst part might only last for 30 rounds or so, but that should be plenty of time. Effectively, you've changed a +3 weapon into a +11 weapon (if the cleric is 18th level or has a Bead of Kharma). Even without an 18th level cleric, at 12th level you're still gaining +6 toy our weapon. All for the low cost of 2200 gold and a few spell slots during down time. If the weapon is in the hands of the cleric, he can gain at least one more plus with Weapon of the Deity. If it is a quiver of ammo you are using, you can add Lillendel's Fury to the list, meaning each arrow fired splits into 3 arrows (the secondary ones are only +1 though.) Then, store a buffed up bow in the other glove and you're set. I realize that the enemies can also use this tactic, so it is indeed balanced when fighter types go aagainst fighter types, but other than that, I'm thinking it may be a bit too much. What do you guys think? should I lower the power level of the gloves by removing the stasis effect? I won't do it during this campaign I'm running, but would certainly consider it for the next (although I don't know if there are any Gloves of Storing in Return tot he Temple of Elemental Evil, which is my next campaign.) Thanks in advance, [/QUOTE]
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