AD&D 2nd Edition » Magical Items
Gloves of the Master Peltast
Magical Clothing
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These powerful magical items are in the form of plain-looking, brown leather gloves with fine stitching. They magically size themselves to fit creatures from halfling to ogre-size.
Powers:
- Only the wearer may take off these Gloves, once they are donned.
- Grant a +6 bonus to hit and a +3 bonus to damage with hurled missile weapons (such as daggers, darts and so forth).
- Grant double normal range with hurled missile weapons, and further, the wearer suffers no penalties for medium or long-range attacks with such weapons.
- Gains one extra attack with hurled missile weapons per round.
- Three times per day can double his normal attacks per round with hurled missile weapons for a period of 1d4+4 rounds.
- Any time that the wearer is aware that a small grenade-like object, dagger or dart (or similar item or weapon) has been thrown within a 10-foot-radius of him he has a chance to catch the item in question and immediately toss it back in the direction it came from or change its target. He must make a Saving Throw vs. Paralysis, if successful he can catch the item and then toss it back. If his Save fails he has deflected the object, but cannot use it. The wearer has a normal chance to hit on the return throw, with a +1 bonus to hit for every point of Dexterity he possesses over 15.
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