Cicciograna
2010-01-22, 09:30 AM
Or just a powerful magic item? Tell me your opinion.
Gloves of the Hands
These gloves are woven with a strange, translucent silk, and on the back of each glove there is the picture of a stylized hand.
On wearing the gloves, they meld with the wearer's hands, which become ghostly and incorporeal: the wearer doesn't get any damage, but he finds that his hands pass through objects, can't pick up anything and can't use them to manipulate things. However, in front of him appear two Large hands, akin to those created by the Interposing Hand spell: the wearer can control the Hands as he pleases, and can thus duplicate the effects of the spells Interposing hand, Grasping hand, Forceful hand, Clenched fist and Crushing hand as he pleases. He can use each Hand to attack a different target, or he can combine the efforts of both Hands against a single opponent: should he choose the second option, the combined Hands work as a single Hand of Huge size. Changing target(s) is a move action.
The Gloves can stay active for a maximum of 20 rounds. When the wearer dismisses the Hands, he cannot immediately remove the gloves: they stay melded with his hands (which in turn stay ghostly) for 10 minutes x number of rounds he kept the Hands active (so if he used the Hands for 5 rounds, he can remove the Gloves, and regain the use of his hands, only after 50 minutes).
While the Gloves are active or in the "downtime" period, the wearer can pick and use only weapons and objects with the Ghost touch special ability: he can use such weapons (or his unarmed attack) to attack incorporeal beings without penalities. However, against corporeal beings, Ghost touch weapons he uses suffer a 50% miss chance.
If some effect destroys one of the Hands, it reappears in front of the wearer the following round; however, if both Hands are destroyed in the same round the effect is disrupted as if the wearer had dismissed it, so to remove the gloves and regain his hands he must wait accordingly.
Casting spells with the Gloves in place is difficult: the wearer can't get material components or foci, and it's harder to provide the somatic components. He can cast spells with no material components or foci (or use the Eschew materials feat); to cast a spell requiring somatic components he must succeed in a DC (20 + spell level) Spellcraft check.
Both Gloves must be worn to use them. Finally, the wearer can use Mage hand at will.
Caster level: 20th.
Gloves of the Hands
These gloves are woven with a strange, translucent silk, and on the back of each glove there is the picture of a stylized hand.
On wearing the gloves, they meld with the wearer's hands, which become ghostly and incorporeal: the wearer doesn't get any damage, but he finds that his hands pass through objects, can't pick up anything and can't use them to manipulate things. However, in front of him appear two Large hands, akin to those created by the Interposing Hand spell: the wearer can control the Hands as he pleases, and can thus duplicate the effects of the spells Interposing hand, Grasping hand, Forceful hand, Clenched fist and Crushing hand as he pleases. He can use each Hand to attack a different target, or he can combine the efforts of both Hands against a single opponent: should he choose the second option, the combined Hands work as a single Hand of Huge size. Changing target(s) is a move action.
The Gloves can stay active for a maximum of 20 rounds. When the wearer dismisses the Hands, he cannot immediately remove the gloves: they stay melded with his hands (which in turn stay ghostly) for 10 minutes x number of rounds he kept the Hands active (so if he used the Hands for 5 rounds, he can remove the Gloves, and regain the use of his hands, only after 50 minutes).
While the Gloves are active or in the "downtime" period, the wearer can pick and use only weapons and objects with the Ghost touch special ability: he can use such weapons (or his unarmed attack) to attack incorporeal beings without penalities. However, against corporeal beings, Ghost touch weapons he uses suffer a 50% miss chance.
If some effect destroys one of the Hands, it reappears in front of the wearer the following round; however, if both Hands are destroyed in the same round the effect is disrupted as if the wearer had dismissed it, so to remove the gloves and regain his hands he must wait accordingly.
Casting spells with the Gloves in place is difficult: the wearer can't get material components or foci, and it's harder to provide the somatic components. He can cast spells with no material components or foci (or use the Eschew materials feat); to cast a spell requiring somatic components he must succeed in a DC (20 + spell level) Spellcraft check.
Both Gloves must be worn to use them. Finally, the wearer can use Mage hand at will.
Caster level: 20th.