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Several magic items which use the hand slots specifically state that 'both gloves must be worn for the magic to be effective', indicating that you gotta stuff your bra all the way. Besides, going halfsies makes it embarrassing if you get groped on date night anyway.
Several magic hand slot items also use the singular when referencing being worn or used or in their description like ye old Gauntlets of Rust. Some have dubious descriptions that can be interpreted as a pair of gloves or a single glove (Deliquescent gloves). Others, like the Poisoners gloves make it clear that each can be used separately and even have different trackable uses per day.
Great. The rules state that there is only one active magic slot for the hands... *looks at his*
I should do my nails.
...However, if you were to wear two different gloves (arcane striking and dilequescent gloves) what exactly happens? Furthermore, what happens if you have a gauntlet of rust worn and a single poisoners glove equipped when a rust monster comes but you attempted to use the poisoner glove that round? Do you lose your immunity to rust? Can you not stick the bad guy with poison? Jabbity, jabbity.....jab?
Are we unable to arcane strike and deal our acid damage? I am trying to munchkin here. Shoot me down or help me out.

David knott 242 |

This is the same issue as wearing more than two rings. Physically, you can wear as many rings as you have fingers, but you only have two ring slots. I seem to recall the general rule being that the ring worn first on each hand is the one that works.
So, in the case of single magic gloves that are not part of a pair, the first glove you put on works normally, and the second one you put on is inert until you take the first glove off.

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Yes, but in this case, which one works and when? If I use the gauntlet of rust to make your sword no good, then my gloves of arcane striking are nonfunctional, sure. But let's imagine this:
Wearing gloves of arcane striking and gauntlet of rust.
Round 1: Slap monster while using arcane strike. But it is a rust monster and my gauntlet of rust protects me. I don't get the arcane striking effect because I am using my life rust gauntlets instead. Cool.
Allies: We beat it nearly to death!
Enemy turn: Aha! I am foolish, watch me provoke from you. Neener-neener!
Aoo: I swat you and hit. But right now I want the additional effects from my gloves of arcane striking because maybe the rust monster is surrounded by baby rustlings. What happens? Is this attack now not protected by the gauntlet of rust? How and when do I choose which glove is active since I can clearly wear two different magical gloves?
Normally, this is not an issue because gloves take up both hands. And normally, when wearing two items that take up the same slot it is obvious what needs to be done. Like when wanting to use two different hats you just swap them. But in this case, both items can be worn simultaneously so when each is active and the mechanism for determining which is active kind of matters.

RumpinRufus |

The first response already answered your question...
The first one you put on is the only one that has any magic effect. The second one you put on has no magical effects whatsoever, until you remove the first one.
So in your example, if you put on the Gauntlet of Rust first, then if you subsequently put on the Glove of Arcane Striking it has no effect. At all. Not even if you want it to.
Or if you put on the Glove of Arcane Striking first and then second put on the Gauntlet of Rust, then the Gauntlet of Rust has no effect. It does not protect you from rust, and you cannot use Rusting Grasp.
Only the first one that you put on counts.

wraithstrike |

Basically only the magic of one gloves works. As to which gloves works the rules are silent AFAIK. I would the gloves which are equipped first are the ones that work. However in no instance shall you gain any benefit from a 2nd pair while you are wearing more than one pair.
The important thing and the rule is that while wearing two magical gloves only one pair functions.

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@Rumpin Rufus, the first response did not seem to be replying based on any rules source. It sounded like opinion or offhand recollection of rules. I treated it as such. If I took every response made in that way as authoritative, I would have very many improperly understood rules mechanics. So, when I get a response that doesn't use 'I seem to recall' and in that context 'general rule', then I will take it more to heart after a quick fact check.
@Wraithstrike, I think you may be right about the rules being silent here. In some cases, it may be self explanatory and as easy as simply activating the item you want. But in regards to rings, this would be problematic, furthermore there is an item allowing the swift action switching between up to four rings. This implies that items in their slots are set in some way and that additional items don't ever activate if worn at that point.
So, logically this implies that the first item equipped to a slot is the dominant item based on my understanding of the meridian belt magic item.
So maybe a move action to remove one glove after activating it so that the second glove is ready for use?
This leads me to question the intent behind 'both gloves must be worn for the magic to be effective'.
Maybe it just helps refine those specific instances that could crop up. Thoughts?

Adacanavar |

This is the same issue as wearing more than two rings. Physically, you can wear as many rings as you have fingers, but you only have two ring slots. I seem to recall the general rule being that the ring worn first on each hand is the one that works.
So, in the case of single magic gloves that are not part of a pair, the first glove you put on works normally, and the second one you put on is inert until you take the first glove off.
Magic items are based off of the mortal form only being able to handle so much magic and different slots have different things associated to them. So if you want you could logically sacrifice one slot to put another ring on your hand that works like say you don't want to wear a cloak then you sacrifice shoulder slot of magic for another ring i think wearing two different gloves would work the same way if they don't require both gloves to be worn for the magic benefit.

Adacanavar |

David knott 242 wrote:Magic items are based off of the mortal form only being able to handle so much magic and different slots have different things associated to them. So if you want you could logically sacrifice one slot to put another ring on your hand that works like say you don't want to wear a cloak then you sacrifice shoulder slot of magic for another ring i think wearing two different gloves would work the same way if they don't require both gloves to be worn for the magic benefit.This is the same issue as wearing more than two rings. Physically, you can wear as many rings as you have fingers, but you only have two ring slots. I seem to recall the general rule being that the ring worn first on each hand is the one that works.
So, in the case of single magic gloves that are not part of a pair, the first glove you put on works normally, and the second one you put on is inert until you take the first glove off.
In regards to determining which one is active if you are wearing two sets of gloves and you don't like my above statement then you should treat it like drawing a weapon the player declares which glove is active all the time then takes a move action caused by concentration and changes the glove which is active if the other glove would have a better benefit to that combat situation.

Wheldrake |

I seriously doubt whether any DM would allow you to wear multiple items for a given slot and simply change which one is active by using a move action to concentrate.
This said, the core rulebook doesn't have much to say about tricky slot-stuffing maneuvers. It simply states
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn. (...)
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
So, RAW is no effect after the first item for a given slot.

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I seriously doubt whether any DM would allow you to wear multiple items for a given slot and simply change which one is active by using a move action to concentrate.
Funny, because I remember saying something completely different:
So maybe a move action to remove one glove after activating it so that the second glove is ready for use?

Maquist |
In the group I play with, it's been house-ruled that if you have two distinct gloves where only one needs be worn, that you can wear both and have both effective. Just as you can wear a ring on each hand, if the magic in your gloves only requires one, you can wear one on each hand. But since most gloves require both in order to work, this rarely comes up.

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From the PRD:
"It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn."
I'd say it's physically impossible to don more than one set of magic gloves at a time.

Ziere Tole |

What happens when you put a portable hole in a glove of storing?
Assuming you're thinking of the interaction between bags of holding and portable holes, glove of storing doesn't mention anything in its description about being a non/extra-dimensional space. In fact, it says the item is shrunk down until it is so small that it cannot be seen, but it still exists in your hand. So it wouldn't implode and create a rift. If the portable hole was unrolled and open while shrunk within your hand though, it still might cause some interesting effects...hmmm, now I'm wondering whether the hole has its own gravity...