Glove of Magnetism
Requires Attunement - 6,000 GP
These thin leather gloves have delicate steel wires running through them.
Three times per day as a standard action, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet. The target’s item must be mostly made of metal. The DC of this check is a Strength Saving Throw for the wielder of the item and varies on the item being taken. For most weapons, the wielder must succeed on a DC 10+Wis (Use the wisdom of the person that this item is attuned to).
If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use this ability if she has at least one hand free. If the wearer fails the combat maneuver check, they are not disarmed.
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