Shackle-Render's Gauntlets

Zivim's Legacy Weapon

Category:
weapon (melee)
Description:

Requirements:

Base Attack Bonus +2
Improved Unarmed Strike, Weapon Focus: Gauntlets, or Weapon Training (Close)

Non-legacy Game Statistics: +1 Razor Gauntlets (2d3, 18-20×2); Cost 4,604 GP.

Omen: Once per day, while wearing the gauntlets, you can learn the most commonly used name of any one creature by looking that creature in the eyes. The target gets a Will save (DC 10 + 1/2 your HD + your Wisdom bonus) to negate the effect. This is a divination effect (caster level 3rd).

Wielder Level Attack Penalty Skill Check Penalty Hit Point Loss Abilities
4th -1 Sure Thing
5th Power of One +2
6th -2 Knock Silly 2/day
7th -1 Solitary Warrior
8th +2 Magic Bonus
9th Cheat Death
10th -1 -2 Power of One +4
11th Rough and Tumble
12th +3 Magic Bonus
13th -1 Giant Bearing
14th -2 Power of One +6
15th Stone Gathering
16th -1 +4 Magic Bonus
17th Frightful Presence
18th -2 No Wound Too Big, Power of One +8
19th -1 Lightning Punch
20th +5 Magic Bonus

Sure Thing (Su): At 4th level, while wearing Shackle-Render’s Gauntlets, you gain a +4 to your CMD and to Combat Maneuver rolls.

Power of One (Su): At 5th level, Shackle-Render’s Gauntlets grant a +2-enhancement bonus to your Constitution score. At 10th level, the bonus rises to +4; it rises to +6 at 14th level and +8 at 18th.

Knock Silly (Su): At 6th level and higher, when you deal damage to an opponent with Shackle-Render’s Gauntlets, that opponent is affected as if by the touch of idiocy spell (1d6 INT, WIS, & CHA Damage; no saving throw; SR: Yes). This ability is usable two times per day. Caster level 5th.

Solitary Warrior (Su): Starting at 7th level, when you are adjacent to at least two foes and no ally is within 15 feet, the effective enhancement bonus of Shackle-Render’s Gauntlets increases by 1 and you deal an extra 1d6 points of damage with each successful attack made with the gauntlets.

Cheat Death (Su): At 9th level, immune to bleed effects, spells, and abilities.

Rough and Tumble (Su): At 11th level, you gain damage reduction (1/2 level)/-.

Giant Bearing (Su): Beginning at 13th level, you can multiply your weight by 8, gaining a +2 size bonus to Strength, and a +4 bonus Combat Maneuver rolls. You double your carrying capacity and can grapple Huge creatures. You do not physically become larger and do not gain a longer reach, nor do you take size penalties on attacks, AC, and Hide checks. This ability is used at will and lasts 10 minutes each time it is active. Caster level 10th.

Stone Gathering (Su): At 15th level and higher, when the giant bearing ability is active, you can gain Rock Throwing (120ft) and Rock Catching. Hurl small (40-50lbs) objects dealing 4d6+ 1-1/2 STR Modifier points of bludgeoning damage. This ability also allows you to catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, when you would normally be hit by a rock, you can make a reflex save to catch it as a free action. The DC is 15 for Small, 20 for Medium, and 25 for a Large rock. If the projectile has a magic enhancement bonus on attack rolls, the DC increases by that amount. You must be ready for and aware of the attack to make a catching attempt.

Frightful Presence (Su): Starting at 17th level, when the giant bearing ability is active, you unsettle surrounding foes when you are attacking or charging. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hit Dice than you do. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your character level + Intimidate Skill Bonus) suffers no ill effect and is immune to your frightful presence for 24 hours. Those who fail the save become shaken for 4d6 rounds.

No Wound Too Big (Su): At 18th level, you gain Fast Healing equal to your CON Modifier

Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Shackle-Render’s Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature or you discharge it harmlessly by touching an object. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.

Bio:

Shackle-Render's Gauntlets

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