TEXT: 1
  W
  elcome to the fifth book in the Loot 4 Less line, 
  where we deal exclusively in items with a cost-
  to-consumer of 2,500 gp or less. That’s right: no epic 
  items, gauntlets of infinity, or even moderate magic 
  items here. This is a forum for the cheapest of the 
  cheap, and that’s it. And just to up the level of difficulty, 
  we also don’t deal in one-shot (or even two- or three-
  shot) magic items. No scrolls, potions, talismans, or 
  fire-and-forget tattoo magics here. Everything in these 
  pages is a legitimate permanent magic item, free of 
  consumable charges and able to be used in adventure 
  after adventure.
  Here in Loot 4 Less vol. 5: All You Need Is Gloves 
  we’re looking at just bargain bin gloves and gauntlets, 
  popular hand-covers any character can use. Not only do 
  we provide each item with a full description and cost, 
  we’ve scattered sidebars throughout the book to explain 
  those costs. Each Behind the Counter sidebar explains 
  how a price was arrived at, allowing GMs to apply the 
  logic to other abilities (and be better able to change the 
  pricing to match the needs of their campaign, with a 
  firm knowledge of where the numbers come from).
  Why?!
  Okay, so let’s say that all sounds great, but you’re 
  not sure why you should care. Do campaigns really 
  need a few dozen more magic item options? We answer 
  that question in more detail in Loot 4 Less vol. 1: Arms 
  and Armor, so I don’t want to belabor the point too much 
  here. Essentially, cheap magic items make it easier to:
  1. Make the gear carried by low-level foes, and thus 
  the treasure low-level characters pick up, more varied 
  and interesting. 
  2. Allow low-level PCs to built wealth, since their 
  early treasure items aren’t all scrolls, potions and 
  partially-used wands that lose value if they get used.
  
  2
  3. Give mid-level characters who craft magic 
  items a broader range of cheap items that don’t 
  take more than a couple of days to create, 
  increasing the chance they’ll get to use their 
  various Craft feats.
  Body Slot Affinity
  Though its not a stated part of the Pathfinder 
  Core Roleplaying Game, it seems clear when 
  looking through the lists of wondrous items that 
  many of the body slots a magic item can take up 
  have affinities—types of magical effects that are 
  associated, and most easily attached to, items 
  of that type. There are good reasons for this, 
  including creating an internal consistency and 
  avoiding silliness such as boots of telepathy. Items 
  that fall outside this affinity are rarer and seem to 
  have an increased cost (and a GM would be well 
  served to place a similar cost on any truly weird 
  magic items designed by players).
  Not all the items in this book match the 
  typical body slot affinity for gloves—which 
  tends to be effect that have to do with quickness 
  or storage. However, there was an internal logic 
  we used when designing and developing these 
  items that we feel makes them appropriate for a 
  typical fantasy campaign setting. Every item is 
  based on actions performed with the hands, so 
  the connection looks and feels appropriate.
  The consequence of this decision is twofold. 
  First, it increases the number of minor magic 
  items available for character uninterested in the 
  normal body slot affinity (aids to speed or agility 
  for gloves) since those characters aren’t as likely 
  to be interested in any of the traditional magic 
  items for that slot. Second, it makes these items 
  less likely to be taken by characters that do need 
  magic enhancement to the traditional affinities. 
  By our estimation, these effects are minor and 
  unlikely to affect game balance. However, a 
  GM who wishes to firmly enforce his vision 
  of body-slot affinities should charge an 
  additional 50% for any of the items that break 
  those constraints, and may want to consider 
  changing some of these magic effects to items 
  for other body slots. (Perhaps creating a ki gi 
  that uses the vest/vestment slot slot in place 
  of ki wraps.)
  GloveS
  Put simply, gloves are clothes you put 
  on your hands. While we’ve stretched that 
  definition a bit in places, every item in the 
  gloves section takes the gloves body slot 
  regardless of the item’s name or description. 
  The traditional affinity for gloves is agility, 
  which makes sense as nimble-fingered 
  rogues are a common archetype in fantasy 
  campaigns. However, there’s no reason for 
  unarmed combatants, deft-fingered invokers, 
  and sure-gripped woodsmen to be left out of 
  the fingered fun.
  In fact, some effort has been made to stay 
  away from items that would appeal most of 
  rogues, since they’re already going to want 
  a pair of Gloves of Dexterity. This was not a 
  hard-and-fast design rule, just a guideline 
  we kept in mind to make players happy. We 
  didn’t create anything truly outlandish (no 
  gloves of low-light vision), but any idea that 
  involved manual action, or seemed to work 
  mechanically if attached to the hand, we saw 
  as fair game.
  The weight of all these gloves is negligible. 
  Even those that seem heavy by comparison 
  turn out to have no effect on a character’s 
  encumbrance.
  Armiger’s gAuntlets
  Aura: Faint conjuration; CL 1st
  Slot: hands; Price: 2,250 gp, Weight: 2 lbs.                  
  Description
  A heavy pair of armored gauntlets, 
  these magic items are a series of metal plates 
  riveted to thick leather gloves. They alter their 
  appearance and style to match any armor worn 
  with them. As a free action, you can mentally 
  command your gauntlets to help you don 
  your armor. The metal flies off the gauntlets 
  (leaving their leather backing to protect your 
  hands), and swirls around an unattended suit 
  of armor of your choice. They proceed to grab 
  the armor and strap it expertly to your body, 
  leaving you free to do other things. As soon as 
  the gauntlets begin their work you suffer the 
  
  3
  full armor check penalty, arcane spell failure, 
  and maximum Dexterity of your armor 
  (while the armor isn’t fully on at first, the 
  metal swirling around you gets in the way).
  The gauntlets can put on your armor in 
  the amount of time it normally takes to don 
  hastily with help. They do this even if you 
  are moving around and taking other actions 
  (even fighting). The gauntlets work to protect 
  your most vital regions first, causing your 
  armor to grant you some bonus before it is 
  fully donned. To figure how much bonus 
  you get each round, determine how many 
  rounds it takes to don your armor with help. 
  Subtract your armor’s armor bonus from the 
  number of rounds it takes to don. This is the 
  number of rounds it takes to gain one point 
  of armor bonus. Each round afterward, you 
  gain one additional point of armor bonus, 
  until you reach your full bonus, at which 
  time your armor is fully donned.
  For example, a knight with a suit of 
  banded mail owns a pair of armiger’s gauntlets. 
  It takes him 10 rounds (1 minute) to fully 
  don his armor. Since his armor gives him a 
  +6 armor bonus, he gains one point of armor 
  bonus on the fourth round (10 rounds –6 
  armor bonus). Each round, the knight gains 
  one additional point of armor bonus from his 
  armor until round 10, when the armor is fully 
  donned and grants his full +6 armor bonus.
  The gauntlets can also remove your 
  armor in the time it normally takes to remove 
  it with help.
  construction
  Requirements: Craft Wondrous Item, unseen 
  servant; Cost: 1,125 gp. 
  DeAth grippers
  Aura: Faint transmutation; CL 3rd
  Slot: hands; Price: 1,600 gp, Weight: —                  
  Description
  The palms of these gloves are made of 
  heavy leather, while the backs and cuffs 
  are made from lighter cloth. The palms and 
  insides of the fingers glisten as if damp and 
  seem slightly tacky. Most sets of these gloves 
  are a dark brown or black in color. When 
  wearing these, you gain a +2 bonus to CMB 
  checks made pertaining to grapple,  and +2 to 
  your CMD against disarm maneuvers.
  construction
  Requirements: Craft Wondrous Item, spider 
  climb; Cost: 800 gp. 
  Force thrust gAuntlets
  Aura: Faint transmutation; CL 1st
  Slot: hands; Price: 2,500 gp, Weight: 2 lbs.                  
  Description
  Thick, black iron gauntlets with glyphs 
  of battering rams running along the forearm, 
  force thrust gauntlets are popular with warriors 
  who wish to prevent foes from fleeing out of 
  melee range. As a standard action that provokes 
  an attack of opportunity, the wearer of these 
  gauntlets can make a ranged trip maneuver, 
  with a range increment of 10 feet (to a maximum 
  range of 50 feet). 
  The wearer cannot be knocked prone as a 
  result of failing trip maneuvers he makes with 
  these gloves. This counts as a force effect, striking 
  incorporeal targets normally. You may make 
  this ranged trip attack against any creature, no 
  matter what its size.
  construction
  Requirements: Craft Wondrous Item, purify food 
  and drink; Cost:  1,250 gp. 
  Behind the counter: 
  force thruSt GAuntletS
  The force thrust gauntlets are basically bolas-
  on-command, but with some differences. On 
  the plus side, it takes no time to ready them for 
  use, they count as a force effect, you can use 
  them against creatures more than one size larger 
  than you, and there is no nonproficiency penalty 
  (which is likely to come up, as bolas are exotic 
  weapons). On the down side, they don’t deal 
  damage, you can’t make multiple trip attacks 
  as part of a full-attack action, and they can’t be 
  enhanced with magic weapon abilities. 
  If we priced these as unlimited uses of a 
  mundane charge (as we did the net launchers) the 
  low base cost of a bola would have resulted in a 
  magic item cost of around 750 gp.However, two 
  things caused us to go with a higher price. First, 
  the advantages seem to outweigh the drawbacks 
  compared to a bola. Second, by not limiting it by 
  size and proficiency, we feel it acts more like a 
  spell than a weapon. As a result we upped the 
  price to 2,500 gp, which seemed more appropriate.
  
  4
  gAuntlets oF the WAr mAge
  Aura: Faint conjuration; CL 3rd
  Slot: hands; Price: 2,500 gp, Weight: 1 lb.                  
  Description
  These gloves are made of extremely supple 
  black leather, with thicker hard leather plates 
  bolted onto the backs of the wrist and along the 
  tops of the fingers. The thicker leather is skillfully 
  articulated, allowing the fingers a full range of 
  motion. Small runes of silver have been worked 
  into all the leather plates.
  These gauntlets grant you a +1 enhancement 
  bonus to attack rolls with spells, and +1 to hp 
  damage rolls with spells that require attack 
  rolls. These bonuses cannot be used with spells 
  delivered through weapon attacks or combined 
  with weapon attacks in any way, nor do the 
  damage bonuses apply to any spell that does not 
  require an attack roll. If a spell can affect multiple 
  targets, only a single point of additional damage 
  is done (select one target to take one additional 
  point of damage).
  construction
  Requirements: Craft Wondrous Item, Empower 
  Spell; Cost:  1,250 gp. 
  gloves oF stAves
  Aura: Faint conjuration; CL 3rd
  Slot: hands; Price: 2,500 gp, Weight: —                  
  Description
  Though these gloves are clearly designed 
  as a set, they are not identical. The left glove is 
  plain brown leather with a decorative blue cuff 
  but no other adornment. The right glove is of 
  the same leather and style with a matching 
  blue cuff, but is also covered in golden runes 
  (of summoning and possession) that seem 
  to have been branded into the leather.
  A glove of staves is the right-hand part 
  of a set of magic gloves designed primarily 
  for wizards and druids, though some other 
  spellcasters also find them useful. When 
  wearing the set, you may hold a staff in the 
  right-hand glove and have it disappear. 
  When this happens, a tiny, glowing glowing 
  icon of the staff appears on the left glove 
  in the form of embroidery. A maximum of 
  four staves at a time may be may be stored 
  in this manner.
  When wearing both gloves, as a swift 
  action you may summon any of the staves 
  stored in the left-hand glove to the right-
  hand glove of staves. You may only do this 
  when the right hand is holding nothing or 
  is holding a staff. If the hand is holding a 
  staff, that staff is transformed into an icon 
  on the left glove. As a result, a spellcaster 
  can easily use multiple staves in the same 
  encounter.
  Behind the counter: 
  GAuntletS of the WAr MAGe
  This item is priced using the rules for 
  magic weapons. Essentially the gauntlets 
  are a +1 ranged weapon (base price before 
  enhancement is 500 gp, which includes the 
  300 gp “masterwork” required of all magic 
  weapons), but the “weapon” in question is 
  any spell requiring attack rolls. These bonuses 
  are going to apply much less frequently than 
  the bonuses a weapon-based combatant gains 
  from a typical weapon, so the price seems 
  balanced. The limits of extra damage applying 
  to a single target and the enhancements not 
  stacking at all with spells delivered with a 
  weapon blow (regardless of what special 
  feature is used to combine spell and weapon) 
  prevent most of the obvious balance-breaking 
  synergies.
  Though it would take the item beyond 
  the 2,500 gp limit Loot 4 Less works under, a 
  GM could allow further enhancements (taken 
  from the ranged weapon magic abilities) at 
  an appropriate increase in cost. A pair of +1 
  flaming bane (vs evil outsiders) gauntlets of the 
  war mage, priced at 18,500 gp, would not be 
  unbalancing. Just make sure all the normal 
  limitations of this item apply—only with 
  spells that require an attack roll, extra damage 
  to only one target, not with weapon damage.
  
  5
  Note that the glowing staff icons can also 
  be removed by grabbing the edge of the icon 
  and pulling, which is the same as pulling 
  a staff out of a pack (a move action that 
  provokes an attack of opportunity). Others 
  may also remove the staves in this manner, 
  an action which is treated as identical to the 
  act of removing an item from someone else’s 
  pack. They can even be the target of a sunder 
  attempt. In essence the stored staves are 
  reduced to tiny replicas rather than shunted 
  off to some extradimensional space.
  Different versions of these gloves can be 
  found, each attuned to a single, specific kind 
  of held item (such as a glove of short swords, a 
  glove of rods, or a glove of gems).
  construction
  Requirements: 
  Craft 
  Wondrous 
  Item, 
  summon monster I; Cost:  1,250 gp. 
  hAnDs oF A thousAnD Blocks
  Aura: Faint divination; CL 1st
  Slot: hands; Price: 2,000 gp, Weight: —                  
  Description
  These soft leather gloves fit snugly to 
  the hands and forearms of the wearer, held 
  in place by a series of buckles from wrist to 
  elbow. Reinforced sections of thicker leather 
  are found on the backs of the hands, and along 
  the bottom of each glove. When the wearer 
  takes the total defense full-round action, the 
  hands of a thousand blocks cause the wearer to 
  block, duck, parry, and evade attacks with 
  great skill. This grants a +2 dodge bonus for 
  1 round (like all dodge bonuses, this stacks 
  with the +4 dodge bonus granted by using 
  total defense). If the wearer has both hands 
  free (holding nothing) the bonus is instead a 
  +4 dodge bonus to AC.
  construction
  Requirements: Craft Wondrous Item, true 
  strike; Cost:  1,000 gp. 
  heAler’s gloves
  Aura: Faint divination; CL 1st
  Slot: hands; Price: 750 gp, Weight: —                  
  Description
  These fine white linen gloves are thin 
  and soft, offering little protection but also 
  leaving the wearer still able to feel fine 
  details while wearing them. The gloves show 
  dirt, blood, and other materials easily, though 
  they also clean themselves one minute after 
  being soiled with such stains.
  When wearing these gloves, as a standard 
  action you can touch a creature, object, or 
  area to determine if it has been diseased or is 
  infectious. You can determine the exact type 
  of disease with a DC 20 Wisdom check. A 
  character with ranks in the Heal skill may try 
  a DC 20 Heal check (as an additional standard 
  action) if the Wisdom check fails.
  construction
  Requirements: Craft Wondrous Item, purify food 
  and drink; Cost: 375 gp. 
  Behind the counter: 
  hAndS of A thouSAnd BlockS
  Obviously there’s no formula that can turn 
  a +4 dodge bonus to AC into a 2,000 gp magic 
  item, so it may seem outrageous we’ve included 
  an item that does just that. In fact, we don’t see 
  the hands of a thousand blocks as granting a bonus 
  to AC. We see them as making a very limiting 
  combat maneuver (total defense) more effective. 
  That puts us much more firmly in the realm of 
  “compare the effect to similar items/spells,” 
  which is where the 2,000 gp price tag came from.
  Also, there was playtesting. This item was not 
  overpowering in play, so we left the price as-is. If 
  it begins to overpower in your home campaigns 
  because your play-style is radically different than 
  ours, just have the items turn into 2,000 gp worth 
  of diamond dust, as a result of having used up all 
  1,000 blocks. (Thus removing the item from your 
  game, giving the PC a “refund”, and staying in 
  continuity with the name.)
  
  6
  ki WrAps
  Aura: Faint transmutation; CL 3rd
  Slot: hands; Price: 1,600 gp, Weight: —                  
  Description
  This matched set of thick, rough, cloth bands 
  are designed to be wrapped around the wearer’s 
  knuckles to give them protection, in the way 
  that many street brawlers do. Embroidered into 
  the strips are riddles and proverbs from many 
  different cultures.
  Wearing these wraps grants a character 
  with the Stunning Fist feat 1 additional use/day 
  of that ability. They have no effect on characters 
  without the Stunning Fist feat.
  construction
  Requirements: Craft Wondrous Item, magic 
  fang; Cost: 800 gp. 
  locklighters
  Aura: Faint transmutation; CL 1st
  Slot: hands; Price: 1,000 gp, Weight: —                  
  Description
  These fingerless gloves are made of fine silk 
  in a pale yellow hue. Laces along the back of the 
  gloves allows them to be fit very tightly. Close 
  inspection reveals the gloves are covered in 
  tiny glass beads, each etched with a magic rune 
  meaning “light.”
  When wearing these gloves you can cause 
  them to glow as a free action. The glow is very 
  minor, giving you full illumination in a small 
  radius within a few inches of your hands. This 
  illumination is enough for you to pick a 
  lock or read a book without penalty, but 
  doesn’t cast light further than your own 
  space (which is considered to be in dim 
  illumination). You can easily focus the light 
  from the gloves into a small area, and even 
  have only part of the gloves glow. As a result 
  the light from these gloves does not make it 
  impossible for you to use the Stealth skill, 
  and you suffer no penalty to Stealth checks 
  when using their light.
  These gloves are much sought after 
  by thieves and spies, and they have been 
  outlawed in a few cities.
  construction
  Requirements: Craft Wondrous Item, light; 
  Cost: 500 gp. 
  net lAunchers
  Aura: Faint transmutation; CL 1st
  Slot: hands; Price: 2,250 gp, Weight: —                  
  Description
  A mesh of thin ropes cover these fine 
  leather gloves, gathering most thickly at the 
  knuckles and wrists. The ropes twitch and 
  writhe with the movement of the gloves’ 
  wearer.
  As a standard action you can throw 
  a net from the net launchers. This acts as a 
  standard net, which is always considered 
  properly folded and automatically has its 
  10-foot-long trailing rope connected to 
  your gloves. When you make an opposed 
  Strength check to limit the movements of 
  a creature entangled in your net, you gain 
  a +4 circumstance bonus. If you lose this 
  check, the net breaks and dissipates (leaving 
  your gloves unharmed). You may only have 
  one net in existence at a time and you may 
  dismiss an existing net as a swift action. Any 
  time a creature breaks or escapes your net, it 
  automatically dissipates (leaving you free to 
  make another net attack).
  If you target an immobile inanimate 
  object with your net launchers, you may 
  make Strength checks with the +4 bonus to 
  resist being pulled further away from that 
  object.
  construction
  Requirements: 
  Craft 
  Wondrous 
  Item, 
  entangle; Cost: 1,125 gp. 
  
  7
  nimBlers
  Aura: Faint alteration; CL 3rd
  Slot: hands; Price: 1,350 gp, Weight: —                  
  Description
  The fingers on these simple silk gloves 
  stop at the first knuckle, but tiny straps cinch 
  each finger-hole tight to the hand wearing 
  them.
  These gloves allow you to make untrained 
  Disable Device and Sleight of Hand checks, 
  and give you a +2 enhancement bonus to 
  such attempts.
  construction
  Requirements: Craft Wondrous Item, cat’s 
  grace; Cost: 675 gp. 
  spell cuFFs
  Aura: Faint evocation; CL 1st
  Slot: hands; Price: 2,000 gp, Weight: —                  
  Description
  These matching straps are made of 
  smooth, soft leather dyed a dark color. Each 
  has a silver buckle at one end, and they are 
  designed to be strapped to the wearer’s 
  wrist, to help keep gloves in place. Each 
  strap is covered in silver runes of elven 
  script, which glow lightly when a spell is 
  stored within them.
  While wearing spell cuffs, you can store 
  a single targeted spell of up to 1st level in 
  the cuffs. (The spell must have a casting 
  time of 1 standard action.) Any time the you 
  strike a creature in melee (with a weapon 
  or unarmed attack) and the creature takes 
  damage from the attack, the cuffs can 
  immediately cast the stored spell on that 
  creature as a free action if you desire. 
  Once the spell has been cast from the 
  gloves, a spellcaster can cast any other 
  targeted spell of up to 1st level into it. The cuffs 
  magically impart to the wearer the name of the 
  spell currently stored within them.
  construction
  Requirements: Craft Wondrous Item, shocking 
  grasp; Cost: 1,000 gp. 
  sucker puncher
  Aura: Faint necromancy; CL 1st
  Slot: hands; Price: 2,000 gp, Weight: —                  
  Description
  These leather gloves have metal studs over 
  their knuckles and large cuffs that constantly 
  shift and move. The gloves look ready to fall off 
  at any moment, despite remaining snugly fit to 
  their wearer.
  When wearing these gloves, as a standard 
  action you can deliver a special melee touch 
  attack against a foe you are flanking or who has 
  been denied his Dexterity bonus to AC. On a 
  successful attack, you force the target to suffer 
  a –1d3 penalty to all melee attack and damage 
  Behind the counter: 
  PricinG the Nimblers
  It seems reasonable that the ability to use 
  a skill untrained (which would stop being the 
  case if you bought even one rank) is worth the 
  same as +1 to a skill. It also gives a +2 bonus 
  to each, and we felt those bonuses should be 
  added to the theoretical +1 for proficiency, 
  making it to +3 bonuses to skills. Since a +3 
  bonus to one skill runs 900 gp, and you’re 
  unlikely to use both skills in the same round, 
  we used a final price of 1,350 gp.
  Behind the counter: 
  spell Cuffs
  The base cost for a weapon to have the spell 
  storing ability is 6,000 gp (though it does not 
  require a +1 weapon to imbue with the ability, 
  saving 2,000 gp in materials). However, that 
  weapon ability can store a spell of up to 3rd level. 
  Since the spell cuffs only store 1st-level spells they 
  are effectively lower-level items (like a lower-
  level spell costs less to turn into an item than a 
  higher-level one). Combined with all the other 
  limitations, we charge 1/3 the price of a 3rd-level 
  spell-storing ability, a total of 2,000 gp.
  
  8
  rolls. This penalty lasts 1 minute. Although you 
  can strike a target multiple times with these 
  gloves and the penalties granted stack, total 
  penalty he suffers can never be greater than –3. 
  The special touch attack you make with these 
  gloves cannot be combined with any other 
  attack.
  construction
  Requirements: Craft Wondrous Item, ray of 
  enfeeblement; Cost: 1,000 gp. 
  Wrist BoW
  Aura: Faint evocation; CL 1st
  Slot: hands; Price: 1,600 gp, Weight: 2 lbs.                  
  Description
  This matching pair of studded leather 
  fingerless gloves have a small crossbow mounted 
  to the right wrist, and four short quarrels 
  attached to the left wrist. As a move action, you 
  can point the right gauntlet at a target and the 
  crossbow will instantly swell up to be the size 
  of a light crossbow then immediately fire.
  These gauntlets allow you to have a light 
  crossbow loaded and ready to fire without 
  having to carry it in your hands. The weapon 
  acts exactly like a light crossbow of your size 
  for purposes of proficiency, loading time, range 
  increments, and damage. You don’t need a 
  hand free to fire it, and it can remain loaded 
  indefinitely, but you must have both hands free 
  to reload it. Four quarrels sit on the wrist of the 
  opposite gauntlet, which can be removed as 
  easily as they could from a quiver (a free action 
  when loading the crossbow).
  The crossbow can only be reloaded with 
  a quarrel from its left quarrel clip, as they 
  automatically size to fit it. You can reload 
  the four quarrels on the left wrist from a 
  standard quiver, but each quarrel loaded 
  takes as long as loading the crossbow itself.
  You can add magic bonuses to a wrist 
  bow as you could to any typical masterwork 
  ranged weapon (though you don’t gain any 
  actually masterwork bonus to attack rolls).
  construction
  Requirements: Craft Wondrous 
  Item, magic missile; Cost: 800 gp. 
  Yeti clAWs
  Aura: Faint evocation; CL 1st
  Slot: hands; Price: 2,310 gp, 
  Weight: 2 lbs.                  
  Description
  These thick white-fur gloves 
  have ivory claws protruding 
  over the wearer’s knuckles 
  and always emit a slight chill. 
  You can make armed weapon 
  attacks with the claws, which 
  function as masterwork spiked 
  gauntlets.
  When 
  you 
  successfully 
  strike a target with a melee 
  attack 
  while 
  wearing 
  yeti 
  claws, you deal an additional 
  1d4 cold damage to the target. 
  This is true whether you strike 
  with an unarmed or with a 
  held weapon. However, if you 
  already have a source of cold damage or fire 
  damage being added to the melee attack, the 
  yeti claws do not add their +1d4.
  construction
  Requirements: Craft Wondrous Item, ray of 
  frost; Cost: 1,155 gp. 
  
  9
  BrinG A GeniuS to the  tABle!
  creditS
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Shaman’s Stockart
  Interior Art:
  Mongoose Publishing and V Shane
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  For more information about Super Genius Games and 
  our upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: 
  Owen: @Owen_Stephens, Stan: @stannex, and/or 
  Hyrum: @savageplanet, or at our Yahoo Group: http://
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  The OtherWorld Creations (OWC) and Super Genius Games (SGG) company names and 
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  all artwork, trade dress, and graphic design elements; 
  All game mechanics of The Genius Guide to: Loot 4 Less vol. 5: All You Need Is Gloves is 
  Open Game Content as described in Section 1(d) of the License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Loot 4 Less vol. 5: All You Need Is Gloves. Copyright 2010, Super 
  Genius Games. Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Loot 4 Less/Loot 4 Less 5 - All You Need is Gloves.pdf