Kolyarut

Umbrato Shawart's page

289 posts. Organized Play character for RePete.


Race

| HP: 112 (-0) Temp 0| AC: 24 (18 Tch, 17 Fl); +1 vs Traps | CMD: 19 | F: +8, R: +12, W: +9; +2 vs Shadow, Evasion | Init: +9 | Perc: +10 (+1 vs Traps/Surprise), SM: +2

Classes/Levels

| 20ft |

Special:
8/8 Lightning Flash, BotG 1/1, Dissolution 1/1, Imp SA 1/1, L&D 1/1; At Will: Feather Fall (Self), Levitate (Self) | Spells 1st: 5/6+1; 2nd: 4/4+1; 3rd: 3/4+1; 4th: 3/3

Gender

Arcane Trickster 10 | Mods: Countless Eyes, Mage Armor.

About Umbrato Shawart

!!!!!!##Level 11 now 32 xp. Needs updated##!!!!!

Scarab Sage Faction Card
GM Star Chronicle Boon

Chronicle Bits:

Player: RePete
Character Name: Umbrato Shawart
PFS #: 126566-16
Faction: Scarab Sages
Day Job: [dice=Craft (Origami Sculptures)]1d20+13[/dice]
XP: 29
PP: 37
Fame: 46
Starting Gold: 425g
--------------------------------> Spent ???g during scenario

===Umbrato Shawart===
NG Air Elemental Wizard (Scrollmaster 4)/Unchained Rogue 3/Arcane Trickster 3 of Kelinahat
Male Humanoid (Wayang) HP: 112
Init: +9 Senses: Darkvision (60ft); Perception +10 (+1 vs Traps/Surprised by Foes), Sense Motive +2
Speed: 20 ft

===Defenses===
AC: 20 Touch: 18 FF: 13; +1 vs Traps (+5 Dex +1 Dodge +1 Deflection +2 Natural +1 Size)
Fort: +8 Ref: +12 Will: +9; +2 vs Shadow Subschool, Evasion

Concentration +14 (+18 defensively/grappled); +9 vs SR --Wizard CL 7 --
====Prepared Spells====
**Level 4 - 2/day+1 School**
Fear (Will DC 20), Shocking Image; **Dragon’s Breath-Electric (Ref DC 19)

**Level 3 - 3/day+1 School**
Countless Eyes, Displacement (QE), Vampiric Touch (BoG); *Lightning Bolt (Ref DC 18)* :: Pearl of Power

**Level 2 - 4/day+1 School**
Blindness/Deafness (Fort DC 18), Ghoul Touch (Fort DC 18) (BoG), Scorching Ray (QE), See Invisibility (QE); *Aggressive Thundercloud** (Ref DC 17) :: Pearl of Power

**Level 1 - 6/day+1 School**
Mage Armor (BoG), Magic Missile (4), Magic Missile (4), Protection from Evil (QE), Shock Shield (Ref DC 16), Shocking Grasp (5d6); **Shocking Grasp (5d6)** :: Pearl of Power

**Level 0 - 4/day+1 School**
Disrupt Undead, Mage Hand, Ray of Frost, Read Magic; *Message*

My Spell Book:

**Earth Spells Opposed**
Level 4
1) Dimension Door
2) Dragon’s Breath (electric) (Ref DC 19)
3) Fear (Will DC 20)
4) Shocking Image

Cost 700 per Scroll

Level 3
1) Countless Eyes
2) Halt Undead (DC 19)
3) Lightning Bolt (DC 18)
4) Vampiric Touch
5) Wind Wall

Cost 375 per scroll

Level 2
1) Aggressive Thundercloud (Ref DC 17)
2) Blindness/Deafness (Fort DC 18)
3) Elemental Touch (Electricity) (Fort DC 17)
4) Glitterdust (Will DC 17)
5) Stricken Heart

Cost 150 per Scroll

Level 1
1) Abundant Ammunition
2) Burning Hands (Ref DC 16)
3) Chill Touch
4) Enlarge Person
5) Long Arm
6) Magic Missile
7) Shocking Grasp
8) Shock Shield

Cost 25 per scroll

Level 0
All Orisions

Costs 12.5 per scroll

Book of the Grave:

Book Opposition Schools: Enchantment,transmutation
Book Protection: The edges of the first three pages are coated with nitharit poison (contact; save Fort DC 13; frequency 1/minute for 6 minutes; effect 1d3 Con damage; cure 1 save).
Preparation Ritual Gained if at least 3 spells are prepared from this book

Level 3
1) Blood Biography
2) Ray of Exhaustion
3) Vampiric Touch
4) Vitriol

Level 2

1) Command Undead
2) Create Treasure Map
3) Ghoul Touch
4) Spectral Hand
5) Stone Call (Opposed School)
6) Web

Level 1

1) Burning Hands
2) Chill Touch
3) Disguise Self
4) Mage Armor
5) Protection from Good
6) Ray of Enfeeblement
7) Sculpt Corpse
8) Shield
9) True Strike
10) Ventiloquism

Ritual Boon (Breath of the Grave): As a swift action, spend this boon’s effect to breath a 15-foot cone of rotting stench. Creatures within the cone must succeed at a Fortitude saving through (DC 10 + highest Caster Level) or be sickened for 1 round. This spends the boon. After this boon has been spent, you take a -4 penalty on Diplomacy and Stealth checks until you prepare spells again.

Quest Eternal Book:

Book Opposition: Conjuration, Transmutation
Preparation Ritual Gained if at least 3 spells are prepared from this book

Level 7
1) Greater Arcane Sight
2) Greater Scrying
3) Prismatic Spray

Level 6
1) Chain Lightning
2) Contingency
3) Eyebite
4) Legend Lore
5) True Seeing

Level 5
1) Dominate Person
2) Fire Snake
4) Prying Eyes
5) Teleport
6) Telepathic Bond

Level 4
1) Arcane Eyes
2) Confusion
3) Detect Scrying
4) Fear
5) Ice Storm
6) Wall of Fire

Level 3
1) Clairaudience/Clairvoyance
2) Dispel Magic
3) Displacement
4) Greater Magic Weapon
5) Hydraulic Torrent
6) Lightning Bolt
7) Seek Thoughts
8) Tongues

Level 2
1) Arcane Lock
2) False Life
3) Fox’s Cunning
4) Locate Object
5) Resist Energy
6) Scorching Ray
7) See Invisibility
8) Touch of Idiocy

Level 1
1) Alarm
2) Charm Person
3) Comprehend Languages
4) Color Spray
5) Detect Secret Doors
6) Expeditious Excavation
7) Floating Disk
8) Protection from Evil
9) Shield
10) True Strike
11) Ventriloquism

Ritual Boon (Travel Sage): There is nothing like a magic book to enhance the memory. Unlike other boons, you do not spend this one. Until you prepare spells again, you are considered trained in Knowledge (Geography). If you are already trained in Knowledge (Geography), you gain a +2 Circumstance bonus on these checks instead.

Scroll Box:

--4th Level-- CL 7 DC18--
Scroll Greater Invisibility

--3rd Level-- CL 5 DC16--
Scroll of Heroism, Scroll of Invisibility Sphere, Scroll Greater Stunning Barrier, Scroll of Haste

--2nd Level-- CL 3 DC 14--
Scroll of Darkvision, Scroll of Invisibility, Scroll of Knock

--1st Level-- CL 1 DC 12--
Scroll Hold Portal, 2 Scrolls Endure Elements, 2 Scrolls of Shield, 2 Scrolls of Icicle Dagger, Scroll of Monkey Fish, Scroll of Obscuring Mist

-Wands-
Wand of Calm Emotions (10), Wand of CLW (45), Wand of False Life (8), Wand Infernal Healing (47), Wand Mage Armor(37), Wand of Restoration (4), Wand of Shield (46)

Metamagic Rods
[ ][ ][ ] Lesser Extend
(Typically will extend Mage Armor and Countless Eyes everyday)

===Offense===
Melee
[dice=MWK Scrollblade]1d20+12[/dice] for [dice=P Damage]1d4+5[/dice] (19-20x2) (Level 1 Scrolls)
[dice=+1 Scrollblade]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] (19-20x2) (Level 2 or 3 scrolls)

----lvl 4 scrollblade options----
[dice=+2 Scrollblade]1d20+13[/dice] for [dice=P Damage]1d4+7[/dice] (19-20x2)
[dice=+1 Shock Scrollblade]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] and [dice=Electric]1d6[/dice] (19-20x2)
[dice=+1 Reaching Scrollblade]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] (19-20x2) w/10ft reach
[dice=+1 Defending Scrollblade]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] (19-20x2)

[dice=+1 Short Sword]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] (19-20x2)
[dice=+1 Mithril Short Sword]1d20+12[/dice] for [dice=P Damage]1d4+6[/dice] (19-20x2)

Ranged
[dice=MWk Hand Crossbow]1d20+12[/dice] for [dice=P Damage]1d3[/dice] (19-20x2)
--10 bolts

SQ: Sneak Attack (3d6 + 3 Bleeding Attack), Light and Dark, Dissolution’s Child, Air Supremacy, Lightning Flash Ref DC 18 (1d6+3; Success negates dazzled & halves damage), Ranged Legerdemain (Su) - Can Disable Device/Sleight of Hand at 30ft - DC increased by 5; Impromptu Sneak Attack: 1/day declare any melee or ranged attack vs a target within 30ft a SA - target is flat-footed vs this attack
===Statistics===
Str: 8 Dex: 21 Con: 20 Int: 20 Wis: 6 Cha: 7
BAB: 5 CMB: 3 CMD: 19
Focused School: Air Opposed School: Earth
Feats: 1b) Spell Focus (Necromancy), 1) Toughness, 2b) Weapon Finesse, 3) Dodge, 5) Combat Casting, 7) Imp Initiative, 9) Spell Penetration

Skills:

[dice=Acrobatics]1d20+16[/dice]
[dice=Climb]1d20+3[/dice]
[dice=Craft (Origami Sculptures)]1d20+13[/dice]
[dice=Disable Device]1d20+17[/dice] (+2 more with MWK Tools)
[dice=Escape Artist]1d20+15[/dice]
[dice=Fly]1d20+20/dice] *(Headband, +3 Air School)*
[dice=K Arcana]1d20+14[/dice]
[dice=K Dungeoneering]1d20+9[/dice]
[dice=K Geography]1d20+9[/dice] <--only when I prep 3 from QE
[dice=K Local]1d20+9[/dice]
[dice=K Nature]1d20+9[/dice]
[dice=K Planes]1d20+9[/dice]
[dice=K Religion]1d20+9[/dice]
[dice=Linguistics]1d20+15[/dice]
[dice=Perception]1d20+10[/dice] (+1 additional vs traps)
[dice=Sense Motive]1d20+2[/dice]
[dice=Sleight of Hand]1d20+17[/dice] *(Headband)*
[dice=Spellcraft]1d20+15[/dice]
[dice=Stealth]1d20+24[/dice]
[dice=UMD]1d20+17[/dice]

Traits: Pragmatic Activator, Quantium University-Nex (+2 Concentration on Arcane Spell Casts)
Language(s): Abyssal, Aklo, Ancient Osirian, Ancient Thassilonian, Azlanti, Celestial, Common, Cyclops, Elven, Infernal, Gnoll, Goblin, Sphinx, Wayang
Combat Gear: MWK Hand Crossbow, 10 Bolts, +1 Mithril Short Sword, +1 Short Sword,
Other Gear: MWK Backpack, Ring of Protection +1, Amulet of Natural Armor (+2), Belt of Physical Might (+2 Con/Dex), Headband of Vast Intelligence (+4 - Fly/Sleight of Hand), Protean Cloak (+3 Will), MWK Thieve's Tools, Pearl of Power (level 1), Pearl of Power (level 2), Pearl of Power (level 3):: 425g

Relevant Boons:

[ ][ ][ ][ ][ ] Savior of Knowledge: You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help. Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication.

Torch’s Respect: Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter.

You can cross this boon off your Chronicle sheet to cross off the Reckless Revenge boon off another Chronicle sheet.

[ ][ ][ ] Gauntlet Pin: You have braved the infamous Gauntlet, survived, and earned a platinum pin to commemorate your deed! Word of your exploits spreads throughout the Society, inspiring your comrades and giving you the confidence to overcome future challenges. You can check a box that precedes this boon to perform one of the following:
• Regain 1 expended Prestige Point.
• Gain the benefits of heroism for 4 hours as a standard action.
• As a move action, inspire your companions, functioning as a 7th-level bard’s inspire courage
bardic performance for 7 rounds.

[ ][ ][ ]The Wraithsoul Recovery: You have recovered the Wraithsoul Stone, a powerful relic of incomprehensible blasphemy and entropy. Although the Dark Archive keeps the stone safely sealed so that it can tempt nobody else, you have the opportunity to learn how to destroy the relic and finish the deed—a process that takes both time and resources. You may expend one use of Downtime to attempt a Knowledge (arcana), Knowledge (planes), or Knowledge (religion) check. If you succeed at the check, check one of the boxes that precedes this boon; the check DC is 18 for the first box you check, 21 for the second box, and 24 for the third box.

Once you have checked all three boxes, you can expend one use of Downtime to attempt a DC 18 Will save. If you succeed, you carry the Wraithsoul Stone to a place where it can be destroyed, demolish it, and free Golarion of its otherworldly malice forever. If you fail the check, the stone possesses you, runs amok with your body, and only relinquishes control once your fellow Pathfinders track you down and suppress its control; this expends your Downtime, but you can try the check again after the next adventure.

Upon successfully destroying the Wraithsoul Stone, you attract the attention, approval, and patronage of a celestial being. Select one of the following: a bralani azata (Pathfinder RPG Bestiary 24), a choral angel (Pathfinder RPG Bestiary 5 23), a pair of hound archons (Pathfinder RPG Bestiary 19), or a vulpinal agathion (Pathfinder RPG Bestiary 2 22). Once per adventure, you can cast the spell-like ability associated with your celestial patron, using your character level as your caster level: aid (hound archon), blur (bralani), cure moderate wounds (choral angel), or invisibility (vulpinal). By spending 1 minute and crossing this boon off your Chronicle sheet, you can call your celestial patron(s) as planar ally, though you need neither expend material components nor pay your patron. They aid you in any non-evil tasks for 1 hour before departing.

Honored Guests of the Hall: Should you rescue a cleric from the grasp of the demons plaguing Cayden’s Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.

Protector at Whistledown: You have saved the gnome community of Whistledown in distant Varisia. News of your great dead travels far in the gnome community, and you gain a +1 bonus on all charisma-based checks with gnomes.

[ ][ ][ ][ ] Icewalker: While adventuring in the Crown of the World was a chilling experience, your adventures on the polar ice have made you more resistant to the frigid conditions. You may check a box next to this boon as a standard action to gain either cold resistance equal to your character level for 3 hours or the benefits of an endure elements spell for the next 24 hours.

[ ][ ][ ] Runic Tattooing: Spending time with the saumen kar Ainamuuren has given you a rudimentary understanding of magical tattoos. Whenever you cast a spell of 1st, 2nd, or 3rd level (including from a wand, scroll, stave, or other magic item) with a range of touch or personal, you can check one box that precedes this boon per spell level as a swift action to store the spell on your body as a tattoo. At any time within the next 24 hours, you may spend a swift action to activate the tattoo and instantly gain the benefits of the spell; you can only target yourself with spells stored in this manner. Entering an antimagic field, dying, or failing to activate the tattoo before 24 hours has passed causes both the spell and that use of this boon to be wasted.

[ ][ ][ ][ ][ ] Varki Archaeology: Successfully saving Svala from the undead hordes of frozen Pilungak has helped the Society retain a uniquely skilled agent. Whenever you attempt a Knowledge check related to the Erutaki, the Varki, undead, magical beasts, or the Crown of the World, you may check a box next to this boon as an immediate action to gain a +4 bonus on that check.

[ ][ ][ ] Blood and Courage: As long as your current hit point total is less than half your maximum hit points you gain a +2 bonus on intimidate checks against evil creatures anda +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.

[ ] Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying you can check the box that precedes this boon to begin slowly recovering fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of the ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).

At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of the adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PCZ casts a spell to restore you to life at the end of the adventure instead reduce the material component cost by 1,000gp for each unique Martyr’s Shard Boon this character has earned.

[ ] Martyr’s Shard 4

Kassen’s Boon: As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single d20 roll before
the results of the roll are revealed. Alternatively, a spellcaster may recall any
one spell or spell slot expended that round. Finally, the boon may be used to
automatically stabilize if at negative hit points and dying. Once any one of
these three abilities is used, cross this entire boon off the Chronicle Sheet

You Be Goblin Chief: You have spent so much time studying goblins that you fancy you could be their chief if you set your mind to it. Of course, all great goblins chiefs are masters of the goblin games. As a free action, you can gain one of the benefits below for 3 rounds. When you use this boon, cross it off your Chronicle sheet.

The Great Goblin King: One violent turn deserves another. Before you make an attack against a creature that damaged you since the end of your last turn, you can attempt a DC 15 Perform (act, comedy, oratory, or sing) check as a free action. If you succeed, you gain a +2 morale bonus on attack rolls and weapon damage rolls against that creature until the beginning of your next turn.

Goblin Dog Sprint: You’re an adept runner of obstacle courses. You gain a +2 bonus on all checks made to overcome obstacles during a chase (Pathfinder RPG Gamemastery Guide 232) as though your speed were 10 feet faster.

Burn the Dogs! Burn the Horses!: Nothing burns hotter than the fires you start. When you set a creature on fire with a spell, alchemical weapon, or other effect, the ongoing fire damage dealt if the creature catches on fire is increased by 1d6 during the first round it burns.

Killgull: You are especially adept at knocking flying creatures out of the air. Your first attack each round deals an additional 1d6 damage against an airborne target, and the creature suffers a –5 penalty on Fly checks until the beginning of your next turn.

Kaboom! Kablam!: You’re constantly finding new and deadly ways to employ fireworks. You can cross this boon off your Chronicle sheet when lighting a non-magical firework in order to double the damage it deals and increase the DC of any saving throw made against its effects by 2

Squealy Mnarrrr!: The power of the Birdcruncher tribe empowers its unofficial totem beasts: the owlbear and the pig. If you possess a class feature that permits you to take a boar as an animal companion, that boar can channel Squealy Nord’s ferocity; the boar’s starting Charisma score is 10, and it deals an additional 1d6 damage when it makes a charge attack. If you are instead able to gain an owlbear as an animal companion, the penalty on Handle Animal checks made to handle the owlbear companion decreases by 2 (minimum 0), and the owlbear gains a +1 bonus on combat maneuver checks made to grapple.

Impressive Influence: During the course of the wedding festivities, you impressed one or
more of the guests in attendance. How this influence will play out in the future is not
yet clear, but you have nevertheless ingratiated yourself with a number of influential
members of the Inner Sea society.
Nigel Aldain; Alexander Bedard; Hamaria Blakros; Tancred Desimire; Jeon Raeng-Woo; Rubaani Shafar

Duskwarden’s Favor: Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

Savior of the Sages: With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sage. Like the order, you are able to linger at the edge of death yet awaken again when donditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your effective Constitutions score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitutions checks to stabilize. In additions you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each ‘Seeking the Sages’ boon you have from earlier parts of this series increases these bonuses by 1.
--> Your effective Constitutions score for determining when you would die from hit point damage increases by 3, and you gain a +3 bonus on Constitutions checks to stabilize. In additions you gain a +3 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods ←

Seeking the Sages (Osirion Faction) 2: You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Seeking the Sages (Osirion Faction) 1: You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Mercy’s Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.

Nira’s Gratitude: Thanks to your assistance in solving Mercy’s mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people who helped her. A spellcaster of at least 7th level can take Nira as a familiar with the Improved Familiar feat. Use the statistics for a neutral aligned soulbound doll (Pathfinder RPG Bestiary 2 255). If you make this bond with Nira, you must provide a copy of Bestiary 2 as if the improved familiar appeared on the Additional Resources page. This boon also bypasses the restriction that soulbound dolls are not normally available as familiars.
If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.

Leveling Plans:

Level 11 --> Scrollmaster + Bonus Feat
Level 12 --> Scrollmaster
Level 13 --> Scrollmaster
Level 14 --> Scrollmaster
Level 15 --> Scrollmaster
Level 16 --> Scrollmaster + Bonus Feat
Level 17 --> Arcane Trickster
Level 18 --> Arcane Trickster
Level 19 --> Arcane Trickster
Level 20 --> Arcane Trickster

Feat Desires: Greater Spell Pen, Elemental Focus (Electricity)?, Greater Spell Focus (Necromancy)??

Gear Desires: Boost Amulet of Nat AC, Boost Ring of Protection, Jingasa of the Fortunate Soldier, Deliquescent Gloves