TheLe
First Post
MY "17 Magic Gloves" is coming along nicely. I wrote this baby up last night.
Gloves of Ensnaring
These gloves are always dark green in color, but in direct sunlight they shimmer with a faint white color. Once per day the wearer of these gloves may attempt an Ensnaring Strike (Su) with one standard action – he may enchant a small item (such as a rock) and throw it at a creature. On a successful strike, the thrown item will explode with green light and a large green vine will grow from it, ensnaring the creature; this vine will wither and fall off after 3d4 rounds.
As long as the creature is ensnared, it moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to dexterity. If it tries to cast a spell, it must make a concentration check (DC 15 + the spell’s level) or lose the spell.
The ensnared creature may attempt to break from the vines with a strength check (DC 20) or an Escape Artist check (DC 20). Every round the vines will weaken, lowering the DC by 1 (this is cumulative).
The wearer of these gloves may use a handful of goodberries with the Ensnaring Strike, which will cause them all to form into a single mass when thrown. On a successful attack, the vine will be red in color rather than green, but it will have the same effects as the green vine. Unlike the green vine however, the red vine will be lined with sharp thorns, dealing 1d6 points of physical damage to the ensnared creature at the beginning of every round.
Gloves of Ensnaring
These gloves are always dark green in color, but in direct sunlight they shimmer with a faint white color. Once per day the wearer of these gloves may attempt an Ensnaring Strike (Su) with one standard action – he may enchant a small item (such as a rock) and throw it at a creature. On a successful strike, the thrown item will explode with green light and a large green vine will grow from it, ensnaring the creature; this vine will wither and fall off after 3d4 rounds.
As long as the creature is ensnared, it moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to dexterity. If it tries to cast a spell, it must make a concentration check (DC 15 + the spell’s level) or lose the spell.
The ensnared creature may attempt to break from the vines with a strength check (DC 20) or an Escape Artist check (DC 20). Every round the vines will weaken, lowering the DC by 1 (this is cumulative).
The wearer of these gloves may use a handful of goodberries with the Ensnaring Strike, which will cause them all to form into a single mass when thrown. On a successful attack, the vine will be red in color rather than green, but it will have the same effects as the green vine. Unlike the green vine however, the red vine will be lined with sharp thorns, dealing 1d6 points of physical damage to the ensnared creature at the beginning of every round.