Gloves of Storing...


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DiFier said:
why not 2-handed weapons? what about a bastard sword?
Bastard swords are size M, a 2-H sword is size L. Seems reasonable to me to let a Medium-sized character store a bastard sword but not a greatsword.
 

What is the deal with the bag of mice?
Do you have to feed them?
The glove puts them into stasis, correct?
Thats why you can put in a lit torch.
And spell effects, are the durations put on hold.
An example: You find a glove you activate it and out pops
a 200 pound person who was Reduced to 50% size
thus 10% weight = 20lb
Now he could have been in there for years, poor bugger.
This will help with teleporting almost as much as a portable hole;)
 


Good call
But what about a Sprite or Pixie or even a small Air Elemental?
I assume you would be able to store your fav undead minion
if he was light enough.:confused:
 

No living creatures

On reflection I think I would rule no living creatures allowed to make it simple. I would probably also rule that no powerful magic items were allowed either ... rationale being that the magic of the glove wasn't strong enough to overpower them. As for what constitutes "poweful magic" ... I'd just rule that on a case by case basis based on the level of attempted abuse.

On first thought i would have let lower level duration spells work fine, but the abuse with GMW is an obvious problem, so now I'd be inclined to rule that such spells are immediately canceled. This would take care of the reduce spell on undead issue. However, if someone found a very small undead creature I'd probably let them shrink it just cause it's pretty random and seems harmless enough, although I'd give the undead a saving throw to avoid. But it would have to be a small undead, not just a light one (no holidng ghosts just because they don't weigh much).

To me this is a fun item with a lot of good uses for heavy plot adventures and is not intended as a method for abusing or getting around other rules in the game, and so all my rulings would be based on that idea. Currently, my characters make great use of this item, though none have ever tried to abuse it in anyway, just being creative and interesting with it. But then again, there are a lot of plot based situations in my campaigns.

If a campaign is all dungeon crawling and fighting then there isn't much point to this item except to try and break some other combat rule (like extending GMW). In such cases I would recommend that the DM find another magic item to give their players instead.
 

Here is how we use the Glove of storing in our campaign. Any spell that is cast on the item continues regurarly. so a GMW would end in the same amount of time inside or outside of the glove. you can keep a frost or flaming weapon "on" while it is stored in the glove. Inteligent items can be stored in the glove but they don't like it very much. We haven't delt with actual living things but I'm not gonna try to store my familiar.

The glove of storing is a great item for stealing things. it is great for when you are climbing or investigating and you want to still be able to get your weapon fast. it is also good for going into Cities, villages and towns not bristeling with weapons.

I think that it is a little more powerful than the quickdraw feat because of the storing aspect. I hope that they give a better description in 3.5.
 


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