Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons)
Barbarian
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and +1 to all saving throws
Adds +4 to Strength (thus +2 To Hit in melee and +2 Damage with melee and thrown weapons) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
When eating or drinking an item that restores HP, the wearer regains 1 additional HP. The bonus healing effect from this item is not triggered by cast-spells/scrolls, nor by healing items not orally consumed. E.g., a healing salve would not receive the bonus healing because a salve is rubbed on the skin, not eaten or drunk.
The bonus healing from this item stacks with Greater Alchemist Pouch.
Missile attacks (physical ranged attacks, including thrown weapons, but not spells) made by the wearer deal +1 Damage
Adds +2 to Strength (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons) but suffer -2 to Will saving throws
As long as the wearer is wielding a Common melee weapon, all their melee attacks deal +1 damage.
Wearer is immune to Fire damage inflicted on the wearer caused by the wearer’s weapon becoming overheated. It does not mitigate damage from any other source, not even other sources of Fire damage.
E.g., if you fell into a giant forge while wearing these gloves, this item would have no affect how much damage you took from intense heat. However, if you were to wield a red-hot weapon that had just been removed from a forge,









