Mike Sullivan
First Post
This will probably break shuriken.
(The shuriken mechanic (from OA) is that you throw three shuriken per attack. Each shuriken does only 1 point of damage, and strength bonuses don't apply. Skill based bonuses only apply to the first shuriken thrown per attack, so if you have, say, sneak attack +3d6, you don't get +9d6 damage... But magic affects each shuriken so enchanted. So, the way to twink out shurikens existing is to get some +1, Returning, Flaming, Frost, Shock, blah-blah-blah, so that you're doing like 3d6 to 5d6 damage per shuriken, which translates to 9d6 to 15d6 damage per attack. But the magic item cost is prohibitive, since throwing weapons are charged on a per-weapon basis.)
So, with these gloves, you could do the full out deal, and get weapons that do, say, 1 + 1 + 4d6 damage per hit, and the first one also does, say, another +2 or so (specialization, if you bother). That means that with each attack slot, you're doing potentially 8 + 12d6 damage, which is obviously broken, and for a non-prohibitive gp or xp cost. You don't even need to get Returning on the gloves, since unlike most other thrown weapons, it's not unreasonable to carry a truly large number of mundane shuriken.
Of course, you could rule that in the case of shuriken, the gloves only enchant the first of the three thrown -- but that lacks a certain something, conceptually.
(The shuriken mechanic (from OA) is that you throw three shuriken per attack. Each shuriken does only 1 point of damage, and strength bonuses don't apply. Skill based bonuses only apply to the first shuriken thrown per attack, so if you have, say, sneak attack +3d6, you don't get +9d6 damage... But magic affects each shuriken so enchanted. So, the way to twink out shurikens existing is to get some +1, Returning, Flaming, Frost, Shock, blah-blah-blah, so that you're doing like 3d6 to 5d6 damage per shuriken, which translates to 9d6 to 15d6 damage per attack. But the magic item cost is prohibitive, since throwing weapons are charged on a per-weapon basis.)
So, with these gloves, you could do the full out deal, and get weapons that do, say, 1 + 1 + 4d6 damage per hit, and the first one also does, say, another +2 or so (specialization, if you bother). That means that with each attack slot, you're doing potentially 8 + 12d6 damage, which is obviously broken, and for a non-prohibitive gp or xp cost. You don't even need to get Returning on the gloves, since unlike most other thrown weapons, it's not unreasonable to carry a truly large number of mundane shuriken.
Of course, you could rule that in the case of shuriken, the gloves only enchant the first of the three thrown -- but that lacks a certain something, conceptually.