In this guide, we told you how to get Pathfinder: Wrath of the Righteous Unique Gloves and their Locations. Pathfinder all unique items here.
Pathfinder: Wrath of the Righteous Unique Gloves and Locations
Name | Desc | Location |
---|---|---|
Alkali Gloves | Whenever the wearer of these gloves successfully lands a hit with a melee weapon, an unarmed strike, or a natural weapon, the target takes 1d6 points of acid damage. | |
Athlete’s Gloves | These gloves grant the wearer +3 competence bonus on all Mobility and Athletics skill checks. | |
Baphomet’s Fiery Gloves | This is an intermediate step of relic creation. | |
Big Game Gloves | Whenever the wearer of these gloves announces a Quarry, targeted enemy suffers a -2 penalty to AC and becomes sickened for 3 rounds. | Lost Chapel |
Blessed Hands | These gloves adds +4 to the wearer’s caster level when they cast any cure spell. | |
Bombthrower’s Gloves | These gloves grant their wearer a +2 equipment bonus to attack rolls made with bombs and their DC. | |
Broken Gauntlets | These spiked gauntlets grant the wearer’s animal companion (as well as Azata’s dragon or Lich’s skeletal champion) a +6 bonus to Strength ability score. At the beginning of the battle, the creature must pass a Will saving throw (DC 17) or start attacking party members. If the initial saving throw is failed, the creature can make new saving throws each round to stop the effect. | |
Butterfly Wings | These gloves grant their wearer a +5 resistance bonus on all saving throws, and the ability to cast prismatic spray spell three times per day as a 13th level wizard. | |
Cheatsheet Gloves | These gloves grant their wearer a +5 luck bonus to Lore (Nature), Lore (Religion), Knowledge (World) and Knowledge (Arcana) skill checks. | |
Claws of a Sacred Beast | These gloves have claws that deal 1d8 slashing damage on an unarmed attack. If the enemy is of evil alignment, they deal 2d6 damage instead. In addition, these claws give the wearer a +1 enhancement bonus on attack and damage rolls. | |
Cobra Pads | Whenever the wearer of these knee pads lands a hit with a natural weapon against a new enemy for the first time, that enemy must pass a Fortitude saving throw (DC 31) or become vulnerable to slashing and acid damage for 3 rounds. | |
Dashing Cavalier’s Gloves | These gloves grant their wearer a +1 morale bonus on attack rolls. In addition, they also grant a +2 bonus on damage rolls while mounted. | |
Death From Afar | This gloves grants its wearer a +4 bonus to ranged attacks. | |
Devouring Lust | Whenever the wearer of these gloves lands a melee touch attack, the enemy must pass a Will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against affected enemy drives him even crazier, paralyzing for one round. | |
Embroidered Gloves | These bracers grant the wearer a +3 luck bonus to AC and a +3 luck bonus on Reflex, Will, and Fortitude saving throws. | |
Eviscerator’s Gloves | Whenever the wearer of these gloves makes a full attack and successfully strikes a single enemy with both their main-hand and off-hand weapons, the enemy suffers a -2 penalty on attack rolls and is bleeding for 3 rounds. | |
Fencer’s Gift | These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Arcane Eradication | These gloves grant the wearer a +4 bonus to ranged touch attack rolls and a +5 competence bonus on Use Magic Device skill checks. | |
Gloves of Colliding Elements | Whenever the wearer of these gloves is using gather power, she can reduce the total burn cost of a single wild talent by an additional point. | |
Gloves of Deathdealer | When the wearer of these gloves makes a sneak attack, it deals additional 1d6 damage. | |
Gloves of Dexterity +2 | These gloves grant its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don’t stack. | |
Gloves of Dueling | These gloves grant their wearer a +4 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. | |
Gloves of Elvenkind | These gloves grant their wearer a +5 competence bonus to Knowledge (Arcana) skill checks and a +5 bonus to Concentration checks. | |
Gloves of Enduring Wizard | Whenever the wearer of these gloves casts a level 7 (or higher) spell , they get 20 temporary Hit Points for 1 minute. | |
Gloves of Heavy Impact | These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. A single enemy can be a subject to this effect only once. | |
Gloves of Martial Excellence | These gloves grant their wearer additional 1d8 bludgeoning damage on hit with unarmed attacks and a +10 competence bonus on Athletics skill checks. | Blackwing Library (Storyteller) |
Gloves of Monsters Protection | Whenever the wearer of these gloves summons a creature, that creature gets spell resistance 21. | |
Gloves Of Precise Shot | These gloves grant their wearer a +5 bonus to attack rolls made with ranged weapons. | |
Gloves of Rending | These gloves grant their wearer a +2 enhancement bonus on attack and damage rolls made with claws. | |
Gloves of Resourceful Magus | If the wearer of these gloves has an Arcane Pool class feature, it is increased by 5 points. | |
Gloves of the Ambassador | These gloves grant the wearer a +5 competence bonus to Knowledge (World), a +5 competence bonus to Persuasion skill checks and a +2 enhancement bonus to Charisma. | |
Gloves of the Attractive Impulse | This is an intermediate step of relic creation. | |
Gloves of the Neophyte | Whenever the wearer of these gloves casts a cantrip or a 1st level spell, that spell deals 1 additional point of damage per die rolled. | Defender’s Heart (Gemyl Hawkes) |
Gloves of the Scribe | These gloves grant their wearer a +10 competence bonus on all Knowledge (Arcana) and Knowledge (World) skill checks as well as +4 bonus to caster level checks on dispel magic attempts. | |
Gloves of Unfriendly Fire | Whenever the wearer of these gloves lands a hit on a flanked enemy with a ranged weapon, they deal additional 2d6 damage both to the enemy and to the ally flanking it. | |
Hammer Fists | These gloves grant its wearer a +4 enhancement bonus to Strength ability score and a +2 morale bonus to AC. | |
Harm Preventers | These gloves grant its wearer a +4 competence bonus on saving throws against poison and curse effects. In addition, they grant a +10 competence bonus on Use Magic Device skill checks. | |
Heavy Paws | These knee pads let their wearer deal additional 1d6 bludgeoning damage on critical hits made with natural weapons. | Gray Garrison |
Holy Knee Pads | These knee pads allow their wearer to deal additional 2d6 holy damage on hit on attacks with natural weapons. | |
Jaws of the Jackal | These gauntlets grant a profane vigor effect and +2 bonus to natural armor to all evil creatures summoned by the wearer of these gauntlets. If the wearer summons a Thanadaemon, they grant it a greater profane vigor effect and +4 natural armor bonus to AC. If the wearer summons any good outsider creature, it will attack the wearer. Profane Vigor: A summoned creature gains a +2 profane bonus on attack rolls, saves, and skill checks. Greater Profane Vigor: A summoned creature gains a +4 profane bonus on attack rolls, saves, and skill checks, immunity to fear effects, and a number of temporary hit points equal to your caster level (maximum 20). | |
Knee Pads of Mighty Swipe | Whenever the wearer of these knee pads lands a killing blow with a natural weapon, they gain a +2 bonus on their next attack roll, and this attack deals damage to all adjacent enemies on a successful hit. | |
Lesser Gloves of Dueling | These gloves grant their wearer a +1 bonus to CMD against disarm attempts. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. | Crusader’s Camp (Wilcer Garms) |
Lightest Touch | These gloves grant their wearer a +6 enhancement bonus to Dexterity, a +3 resistance bonus to Reflex saving throws and the ability to cast reduce person spell at will as a 5th level wizard. | |
Mad Scientist’s Gloves | These gloves grant their wearer fire resistance 15 and acid resistance 15. | |
Manticore’s Claws | These gloves grant their wearer a +4 enhancement bonus to Strength, and +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Marksman’s Steady Hand | These gloves grant their wearer a +5 competence bonus on Mobility checks. They also grant a +2 insight bonus to attack and damage for 1 round, whenever the wearer hits a flanked enemy with a ranged weapon. | |
Master Hand | These gloves grant their wearer a +5 competence bonus on all Use Magic Device skill checks. | |
Oppressor’s Gloves | These gloves grant their wearer a +2 bonus on Persuasion skill checks made to intimidate. In addition, whenever the wearer of these gloves confirms a critical hit, the enemy suffers a -2 penalty on saving throws against mind-affecting conditions for 2 rounds. | Chilly Creek |
Passion’s Sweet Poison | Whenever the wearer of these gloves confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to Intelligence, Wisdom or Charisma. | |
Power Fist, the Gauntlet of Punching | This gauntlet grants its wearer a +1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. | |
Rabid Rippers | Whenever the wearer of these knee pads confirms a critical hit with a natural weapon, that enemy must pass a Fortitude saving throw (DC 33) or become vulnerable to slashing and acid damage for 3 rounds. | |
Royal Gloves of Valor | These gloves grant their wearer a +6 enhancement bonus to Charisma and the ability to cast greater heroism three times per day as a 11th level wizard. | |
Savage Unity | These gloves grant their wearer and his animal companion a +3 insight bonus on attack and damage rolls for the duration of the Animal Focus ability. | |
Soaring Fist | These gloves grant its wearer a +2 enhancement bonus to Constitution ability score and a +4 competence bonus on all Mobility skill checks. | |
Star Embroidered Gloves | These gloves grant their wearer spell resistance 30 as well as a +2 luck bonus on all saving throws. | |
Steady Hand | These gloves grant their wearer a +4 enhancement bonus to Dexterity and the ability to cast true strike spell three times per day as a 1st level wizard. | |
Surefire Gloves | Whenever the wearer of these gloves lands a hit with a ranged weapon on an enemy within 30 feet, it deals additional 1d6 piercing damage and applies bleed for 1d3 rounds. | |
Trapspringer’s Gloves | These gloves grant their wearer a +5 competence bonus on all Trickery skill checks. | |
Treacherous Flame | Whenever the wearer of these gloves lands a sneak attack against an enemy, the enemy becomes vulnerable to fire for 1 round and suffers additional 2d6 fire damage. In additiion, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any source, it suffers a -3 penalty on all saves for 2 rounds. | |
Trickster’s Gloves | These gloves grant their wearer a +5 luck bonus on Mobility checks and the ability to cast cloak of dreams spell once per day as a 14th level wizard. | |
Twisted Temptation | These gloves increase the save DC of all Enchantment school spells the wearer casts by 2. In addition, whenever the wearer affects an enemy with a spell for the first time, that enemy suffers a -2 penalty on Will saving throws for 3 rounds. | |
Ultimate Grip | These gloves grant their wearer a +6 enhancement bonus to Strength, a +4 enhancement to Constitution and the ability to cast death clutch spell once per day as a 15th level wizard. | |
Ultimate Predator | These knee pads grant their wearer a +2 insight bonus on attack and damage rolls made with natural weapons against animals, magical beasts and monstrous humanoids. | |
Undertaker’s Gloves | These gloves grant their wearer a +3 morale bonus to AC against the attacks of Undead creatures. | |
Unholy Knee Pads | These knee pads allow their wearer to deal additional 2d6 unholy damage on hit on attacks with natural weapons. | |
Vicious Stompers | Whenever the wearer of these knee pads successfully charges an enemy, the enemy falls prone for 1 round and suffers a -2 penalty on attack and damage rolls till the end of combat. |
Pathfinder: Wrath of the Righteous All Unique Item Guides
- Pathfinder: Wrath of the Righteous – Unique Weapons and Locations
- Pathfinder: Wrath of the Righteous – Unique Shields and Locations
- Pathfinder: Wrath of the Righteous – Unique Helmets and Locations
- Pathfinder: Wrath of the Righteous – Unique Necklaces and Locations
- Pathfinder: Wrath of the Righteous – Unique Cloaks and Locations
- Pathfinder: Wrath of the Righteous – Unique Masks and Locations
- Pathfinder: Wrath of the Righteous – Unique Chest Armors and Locations
- Pathfinder: Wrath of the Righteous – Unique Bracers and Locations
- Pathfinder: Wrath of the Righteous – Unique Belts and Locations
- Pathfinder: Wrath of the Righteous – Unique Rings and Locations
- Pathfinder: Wrath of the Righteous – Unique Feet Items and Locations
- Pathfinder: Wrath of the Righteous – Unique Items and Locations