Gloves, Gauntlets, Etc.

Dragonfang Gauntlets: These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets. They grant a +4 enahcenemnt bonus to the wearer's Strength. Three times per day, the character may use the gauntetls to attack a weapon or shield as if she had the Improved Sunder feat.
When worn by a character with the Improved Unarmed Strike feat, dragonfang gauntlets allow the wearer to overcomse DR with unarmed strikes as if wielding a magic weapon. In this case, the wielder uses his unarmed strike damage instead of the gauntlets'.
Strong evocation and transmutation; CL 12th; Craft Wondrous Item, bull's strength, greater magic fang, shatter; 28,500 gp; Wgt 1 lb.

Finned Gauntlet: These sharkskin gauntlets are adorned with sweeping fins. The wearer gains a +8 competence bonus on any Swim check to perform some special action or avoid a hazard. The wearer can always take 10 on a Swim check, even if distracted or endangered, and can use the run action while swimming. Both gloves must be worn for the magic to be effective.
Faint transmutation; CL 5th; Craft Wondrous Item, alter self; 10,000 gp; Wgt. 1 lb.

Gauntlet of Disintegration: The simple appearance of this single leather glove belies its power. Once per day, it can affect a target as though with the disintegrate spell (DC 19). In addition, a +2 luck bonus applies to any saving throw the wearer makes against a disintegration spell or effect.
Moderate transmutation; CL 11th; Craft Wondrous Item, disintegration; 27,650 gp

Gauntlet of the Dwarven Forge: This iron gauntlet extends to the elbow and is always cool to the wearer's touch. With a command word, a gauntlet of the dwarven forge glows red-hot for 1 minute, illuminating everything within 10 feet as if by torchlight. Anyone else touched by the gauntlet during this time takes 1d6+10 fire damage. The wearer of a gauntlet of the dwarven forge takes half damage from fire-based attacks while the gauntlet glows. For attacks that deal half damage with a successful Reflex save, the gauntlet's wearer takes no damage on a save.
Moderate evocation; CL 10th; Craft Wondrous Item, fire shield; 24,000 gp; Wgt 3 lbs.

Gauntlet of Fury: This single wrought-iron gauntllet grants its wearer the following benefits:

* An invisible but tangible field of force continuously surrounds the wearer, providing a +2 armor bonus to AC. This defense is otherwise akin to magic armor.
* Once every three days, the wearer can cast magic missile

as a 1st level caster.
* Also once every three days, the wearer can make a "battleblow." This is a melee touch attack that deals 2d8+2 force damage to the target. The target must make a Reflex save (DC 22) or be knocked proine and a Fortitude save (DC 22) to avoid being stunned 1d4 rounds.

The wearer also can use the gauntlet to automatically get a result of 50 on a single Strength check. Using this power makes the gauntlet crumble to dust.
Moderate conjuration; CL 6th; Craft Wondrous Item, mage armor, magic missile, Bigby's clenched fist; 22,000 gp; Wgt. 2 lbs.

Gauntlet of Lassitude: This leather glove bound in brass magicaly transforms to match the hand shape of its owner and thus can be worn on either hand. With a successful melee touch attack, the gauntlet of lassitude slows the target for 5 rounds (Will DC 14 negates).
Faint transmutation; CL 5th; Craft Wondrous Item, slow; 27,000 gp; Wgt 2 lbs.

Gauntlet of Utterdeath: This spiked gauntlet of jet-black steel smells faintly of brimstone. If the wearer succeeds on a melee touch attack, teh target must make a DC 20 Fortitude save or be reduced to a pile of smoldering cinders. If the target succeeds on its save, it suffers 10d6 damage. A gauntlet of utterdeath is usable three times per day.
Strong necromancy; CL 13th; Craft Wondrous Item, destruction; 96,000 gp; Wgt 2 lbs.

Gauntlets of Heartfelt Blows: These soft leather gloves sport a large, flat gem on the back of each hand. Ringed by steel, these stones slowly shift color as long as they're worn. Whenever the wearer is involved in combat, the stones glow brighter, and their colors begin to swirl with intense energy, casting a fiery aura around any melee weapon the wearer holds. The wearer's melee weapons deal additional fire damage equal to the wearer's Charisma modifier (min +1). This bonus damage also applies to touch attacks. This fire deals no damage to the wearer of these gloves or its possessions. Faint transmutation; CL 5th, Craft Wondrous Item, burning hands; 12,000 gp; Wgt: 1 lb.

Gauntlets of Weaponry Arcane: Heavy leather-and-silver gauntlets that cover the wearer's hands and lower forearms. Ornate silver stitching decorates the leather armguards and fingers, and each link of the silver chainmail that reinforces the palms is etched with intricate runes. Any weapon the wearer grasps is considered a magic silver weapon for the purpose of overcoming DR.
Faint transmutation; CL 3rd; Craft Wondrous Item, magic weapon; 9,000 gp; Wgt: 1 lb.

Ghoul Gauntlets: When worn by the living, these mottled gloves virtually meld with the wearer's own flesh, making his hands appear gaunt and rotting.
Once per round, the wearer can make a melee touch attack that paralyzes the target 1d6+2 rounds (Fort DC 13 negates). Elves are immune to this paralysis. The wearer can also channel this paralyzing attack through any unarmed strike or natural weapon the wearer possesses that involves a hand, but in such a case the paralyzing strike is resolved as a normal melee attack.
Ghoul gauntlets confer no effects when worn by undead or constructs. If the wearer dies, the gloves assume their natural appearance.
Faint necromancy; CL 3rd, Craft Wondrous Item, ghoul touch; 6,000 gp, Wgt: 1 lbs

Glove of Choking Sands: This seemingly ordinary leather glove allows the wearer to chock a target, as with the choking sands spell, on command, once per day.
Moderate necromancy; CL 9th; Craft Wondrous Item, choking sands; 16,200 gp

Glove of the Master Strategist: This black leather glove is decorated with purple silk thread. It acts as a glove of storing and allows the wearer to use a true strike effect once a day.
Moderate transmutation; CL 6th; Craft Wondrous Item, reduce person, true strike; 3,600 gp.

Glove of Venom: The wielder of this snakeskin or spiderfur glove can speak a command word to envenom it, as though with the poison spell, up to three times per day. A successful touch attack with the envenomed glove delivers the poison (Fort DC 16). The initial and secondary damage is 1d10 Con damage.
Moderate necromancy; CL 7th; Craft Wondrous Item, poison; 31,500 gp

Gloves of the Balanced Hands: These fine leather gloves allow the wearer to fight as if she had the Two-Weapon Fighting feat. If the wearer already has the Two-Weapon Fighting feat, she can fight as if she had the Improved Two-Weapon Fighting feat.
Moderate transmutation; CL 12th; Craft Wondrous Item, righteous might or Tenser's transformation; 18,000 gp

Gloves of Burrowing: These gloves appear ordinary, but when the correct command word is spoke, they stiffen and allows the wearer to burrow as if affected by a burrow spell. This effect lasts for up to 10 minutes a day.
Faint transmutation; CL 3rd; Craft Wondrous Item, burrow; 14,400 gp

Gloves of Fearsome Grip: These flexible leather gloves increase the strength of the wearer's grip. They grant the wearer a +5 enhancement bonus to Climb checks, grapple checks, and opposed attack rolls made during a disarm attack.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull's strength; 15,000 gp

Gloves of Fortunate Striking: Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt the change an unfortunate strike at the enemy to a more accurate one. Once per day, after the wearer of the gloves has made an attack roll (but before the attack's result is announced), he may choose to reroll the attack roll. He must use this second result even if it's lower. This ability cannot be used if the wearer already used a similar ability from a different source. The gloves can only be used after they are worn continuously for 24 hours. If taken off, they become inactive until donned and worn for a full 24 hours.
Faint divination; CL 3rd; Craft Wondrous Item, true strike; 2,000 gp

Gloves of Lightning: These flexible leather gloves are covered with small copper rivets. Three times per day the wearer may make a ranged touch attack (range 30 feet) that deals 1d8+5 electricity damage. The wearer gains a +3 bonus to the attack roll if the target is wearing metal armor (or made out of metal, carrying a lot of metal, etc.).
Faint evocation; CL 5th; Craft Wondrous Item, shocking grasp; 8,000 gp

Gloves of Man: These magic gloves provide humanoid fingers and thumbs for the wearer. Any creature may wear them, provided the creature has tentacles or paws over which to slip them. The creature may use its full Strength and Dexterity with its new "hands." The only benefit such gloves provide creatures already possessing hands is if they happen to be missing digits.
Moderate transmutation; CL 7th; Craft Wondrous Item, polymorph other; 42,000 gp

Gloves of Sand Shaping: These lizardskin globes confer sand shaping ability as if the wearer possessed the Sand doman's granted power (see page 107 of Sandstorm).
Moderate transmutation; CL 10th; Craft WOndrous Item, creator must have access to the Sand doman; 15,000 gp

Gloves of the Uldra Savant: Gloves of the uldra savant are made of a pale blue metal and are adorned with light blue runes. The plates that make up the gauntlets always seem to be caked with frost and ice. The wearer of gloves of the uldra savant can create a ray of frost at will as a standard action.
Three times per day, the user may imbue any melee weapon held in her hand with the frost special ability as a standard action. The weapon retains this quality for 5 rounds.
Faint evocation and transmutation; CL 5th; Craft Wondrous Item, frost weapon, ray of frost; 12,700 gp; Wgt. 2 lbs.

Ki Straps: These leather straps, when wrapped around both hands, grant the wearer a +5 enhancement bonus to her Stunning Fist's save DC. Wearing the straps is like wearing gloves.
Moderate transmutation; CL 7th; Craft Wondrous Item, creator must have at least 3 levels in the monk class; 5,000 gp

Maiden's Hands: At first glance, the maiden's hands appear to be little more than a delicately embroidered pair of white silk gloves. However, closer inspection reveals that the fingertips of each glove are actually the mummified fingertips of a humanoid hand, the dead, inch long nails still intact.
The maiden's hands are powerful tools for any would-be seductress or assassin. As soon as the user places both gloves upon his hands, he is transformed into a beautiful female as though by the alter self spell and as dictated by the type of fingertips attached to the gloves. Most maiden's hands have been crafted to change the wearer into a human female (50%), however, several have been known to transform the wearer into an elven (30%), half-elven (10%), halfling (5%), or dwarven (5%) forms. The maiden's hands also undergo a change when their power is active, the mummified fingertips grow soft and life-like, and a pattern of roses, surrounded by similar thorny vines, appear painted across each nail. The gloves do not function for creatures of an inappropriate size (such as a human using maiden's hands that would turn him into a halfling). The power of the maiden's hands lasts as long as both gloves remain on the user's hands.
The greatest weakness of the maiden's hands is that they can only turn the wearer into one form. Each time the gloves are used, the wearer is changed into the same female form; that of the woman whose fingers were used to make the item.
Faint transmutation; CL 5th; Craft Wondrous Item, alter self; 1,200 gp