Glove Of Storing Immunity To Disarm And Sunder In D&D 3.5e

by StackCamp Team 59 views

In the intricate world of Dungeons & Dragons 3.5e, players are constantly seeking ways to optimize their characters' abilities and defenses. Among the myriad of magical items available, the Glove of Storing stands out as a seemingly simple yet potentially powerful tool. This unassuming glove allows a character to store a weapon or small object and retrieve it as a free action, leading to a compelling question: Does the Glove of Storing effectively make a character immune to disarm and sunder attempts? This article delves into the mechanics of disarming and sundering, the properties of the Glove of Storing, and ultimately, whether this item can truly provide immunity to these combat maneuvers.

Before we can assess the Glove of Storing's efficacy, it's crucial to understand the mechanics of disarm and sunder attempts in D&D 3.5e. These combat maneuvers allow a character to target an opponent's weapon or equipment rather than their hit points directly. While these maneuvers can be powerful tools in the right circumstances, they also come with their own set of rules and limitations.

Disarm

The disarm maneuver is an attempt to knock a weapon out of an opponent's grasp. To execute a disarm, a character must make a melee touch attack against their opponent. If the attack hits, both the attacker and defender make opposed attack rolls, adding their Strength modifier and any relevant bonuses. If the attacker's roll exceeds the defender's, the defender drops their weapon. The weapon lands in a square determined randomly within a 10-foot radius of the defender. Several factors can influence the success of a disarm attempt, including the size and strength of the combatants, as well as any feats or abilities that grant bonuses to disarm attempts or defenses.

Sunder

The sunder maneuver, on the other hand, aims to damage or destroy an opponent's weapon or equipment. Like disarm, a sunder attempt begins with a melee touch attack. If the attack hits, the attacker makes an attack roll, and the defender's object has a specific hardness and hit points. If the attacker's damage exceeds the object's hardness, the remaining damage is subtracted from the object's hit points. If the object's hit points are reduced to 0, it is destroyed. Sundering can be a risky maneuver, as a failed attempt can leave the attacker vulnerable to a counterattack. Additionally, some magical items are particularly resistant to sundering, possessing high hardness or hit points.

Limitations and Considerations

Both disarm and sunder attempts have limitations. For instance, a character cannot disarm an opponent who is wielding a natural weapon, such as a claw or bite. Similarly, sundering is generally ineffective against creatures with natural armor, as natural armor is considered part of the creature's body and cannot be targeted. Furthermore, certain feats and abilities can make a character more resistant to these maneuvers. For example, the Improved Disarm feat allows a character to avoid provoking an attack of opportunity when attempting to disarm an opponent, while the Combat Reflexes feat allows a character to make additional attacks of opportunity, potentially punishing a failed disarm or sunder attempt.

The Glove of Storing is a seemingly simple magical item with significant implications for combat tactics. Its primary function is to allow a character to store a single weapon or other object weighing up to 20 pounds within the glove. The stored item can be retrieved or stored as a free action, meaning it requires virtually no time or effort on the character's part. This free action retrieval is the key element that raises the question of immunity to disarm and sunder attempts.

The item description of the Glove of Storing explicitly states that storing or retrieving an item is a free action. This is a crucial detail, as it means a character can, in theory, store their weapon at the beginning of their turn and retrieve it as part of the same action, effectively making it impossible for an opponent to disarm or sunder the weapon while it is stored.

Tactical Implications

The Glove of Storing offers several tactical advantages beyond potential immunity to disarm and sunder. For example, a character could store a backup weapon in the glove, allowing them to quickly switch weapons in the middle of combat if their primary weapon is damaged or ineffective against a particular foe. The glove can also be used to conceal a weapon, making it useful for characters who need to appear unarmed or who want to surprise an opponent. Furthermore, the Glove of Storing can be employed in conjunction with other abilities and feats to create powerful combat combinations. For instance, a character with the Quick Draw feat could use the Glove of Storing to draw and attack with a weapon in the same round, potentially catching an opponent off guard.

Limitations of the Glove

Despite its versatility, the Glove of Storing does have limitations. It can only store one item at a time, and the item must weigh 20 pounds or less. This means that a character wielding a large two-handed weapon might not be able to store it in the glove, as some two-handed weapons exceed this weight limit. Additionally, the glove itself can be targeted by sunder attempts, though destroying the glove would not necessarily destroy the stored item. The item would simply fall out of the glove and onto the ground.

Now, let's address the central question: Does the Glove of Storing effectively make a character immune to disarm and sunder attempts? The answer, while seemingly straightforward, requires careful consideration of the rules and their interpretation.

The Argument for Immunity

The argument for immunity rests on the fact that storing and retrieving an item from the Glove of Storing is a free action. A free action is defined as an action that takes a negligible amount of time and effort. In theory, a character could begin their turn by storing their weapon in the glove, rendering it immune to disarm or sunder attempts for the duration of the opponent's turn. Then, at the start of their next turn, the character could retrieve the weapon as another free action, ready to attack.

Counterarguments and Considerations

However, there are counterarguments to this interpretation. One common argument is that the act of storing and retrieving a weapon, even as a free action, still requires some expenditure of time and effort. An opponent could, in theory, attempt a disarm or sunder attempt as a reaction to the character's attempt to store or retrieve their weapon. This interpretation hinges on the precise timing of actions within a combat round, which can sometimes be ambiguous in D&D 3.5e.

Another consideration is the potential for abuse. If the Glove of Storing grants absolute immunity to disarm and sunder, it could significantly reduce the effectiveness of these maneuvers, potentially unbalancing combat encounters. Some Dungeon Masters might be hesitant to allow a single item to completely negate an entire class of combat tactics.

Official Rulings and Interpretations

Unfortunately, there is no definitive official ruling on this specific interaction between the Glove of Storing and disarm/sunder attempts. The rules as written leave room for interpretation, and different Dungeon Masters may rule differently on the matter. Some online forums and communities dedicated to D&D 3.5e have debated this issue extensively, with no clear consensus emerging.

A Balanced Approach

In the absence of a definitive ruling, a balanced approach is often the best course of action. A Dungeon Master might allow the Glove of Storing to provide some protection against disarm and sunder attempts but not grant absolute immunity. For example, a DM might rule that an opponent can attempt a disarm or sunder attempt as an attack of opportunity if the character attempts to store or retrieve their weapon in a situation where they are threatened. This approach preserves the tactical advantages of the Glove of Storing while also preventing it from becoming an overly powerful defensive tool.

To further illustrate the complexities of this issue, let's consider some practical scenarios and examples:

Scenario 1: The Duel

Two warriors face each other in a tense duel. Warrior A is wielding a masterwork longsword and wears a Glove of Storing. Warrior B is a skilled disarmer, specializing in techniques to knock weapons from his opponents' hands. At the start of the duel, Warrior A stores his longsword in the Glove of Storing as a free action. Warrior B attempts to disarm Warrior A. In this scenario, a DM might rule that Warrior B's attempt automatically fails, as the weapon is safely stored within the glove. Alternatively, the DM might rule that Warrior B can attempt a disarm as an attack of opportunity, arguing that Warrior A's act of storing the weapon created a momentary vulnerability.

Scenario 2: The Ambush

A group of adventurers is ambushed by bandits in a dark forest. One of the adventurers, a nimble rogue, is armed with a rapier and also wears a Glove of Storing. As the bandits charge, the rogue uses a free action to store his rapier in the glove. One of the bandits attempts to sunder the rogue's weapon. In this case, the DM might rule that the sunder attempt fails, as there is no weapon to target. However, the DM might also consider whether the rogue's action was fast enough to prevent the bandit from attacking before the weapon was fully stored.

Scenario 3: The Magic Duel

Two wizards engage in a magical duel, each wielding a powerful arcane staff. One of the wizards wears a Glove of Storing. During the duel, the wizard with the Glove of Storing uses a free action to store his staff, anticipating an attempt by his opponent to sunder it. The other wizard attempts to sunder the stored staff. In this scenario, the DM might rule that the sunder attempt fails, as the staff is protected within the glove. However, the DM might also consider the specific properties of the staff and the glove. For example, if the staff has magical properties that extend beyond its physical form, the DM might rule that the sunder attempt could still affect the staff's magical abilities, even while it is stored.

The question of whether the Glove of Storing effectively makes a character immune to disarm and sunder attempts in D&D 3.5e is not a simple one. While the item's ability to store and retrieve items as a free action suggests a strong defensive capability, the nuances of combat timing and the potential for abuse raise valid concerns. In the absence of a definitive official ruling, the ultimate decision rests with the Dungeon Master, who must weigh the various arguments and consider the specific circumstances of each situation.

In conclusion, the Glove of Storing is a versatile item with significant tactical implications. It can provide a degree of protection against disarm and sunder attempts, but it is not necessarily a guarantee of immunity. A balanced approach, taking into account the rules, the arguments, and the specific context of the game, is essential for ensuring fair and enjoyable gameplay. By understanding the mechanics of disarm and sunder, the properties of the Glove of Storing, and the potential interpretations of the rules, players and Dungeon Masters can make informed decisions about how this item functions in their games.