Aura faint evocation; CL 5th
Slot hand; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 gp (+10); Weight 2 lbs.
This wondrous item represents the condensed craft of centuries of assassins' guilds and the beauty of the dart-throwers' art, combined with the strength of giants' legendary throwing. Wearers of these gloves treat thrown weapons as enchanted, just as an archer's bow passes on its power to ammunition it fires.
At will when throwing an item as an attack action, the wielder of a pair of gloves of throwing may choose to have the item gain an enhancement bonus, and special qualities if appropriate, based on the gloves' enhancement bonus.
These gloves can grant ranged weapon special abilities, so long as they can be applied to the item thrown. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. A pair of gloves of throwing cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A pair of gloves of throwing must have a +1 enhancement bonus to grant a ranged weapon special quality.
Craft Wondrous Item, greater magic weapon; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10).
Throwing weapon specialists have long been ignored in the "combat effectiveness" department. Where melee characters avoid MAD and get 1.5x STR or dual wielding, and archers get range, stacking enchantments from bows and ammunition (think of a +3 composite longbow firing +1 flaming shocking arrows - that's 50 uses of a +3 flaming shocking weapon for just 36,000 gp!), and a variety of new feats with the release of the Pathfinder RPG by Paizo Publishing, throwing enthusiasts get the opportunity to spend more money than even the typical two-weapon fighter to attack from a scarce few further squares away.
With a pair of the third-party gloves of throwing and a couple extra house rules, the effectiveness of a throwing weapon specialist can be brought up to reasonable levels once magic items come to the fore. Below are presented some such possible house rules.
Throwing Adept
All players may choose to spend a feat slot to receive the following feat, assuming they meet the prerequisites:
Throwing Adept [Combat]
You are particularly adept at delivering ranged weapons by hand rather than with the aid of artificial implements.
Benefit: Your range increment with melee weapons that have a range increment increases to 50 feet or by +10 feet, whichever is better. Additionally, you get a +1 bonus on attack and damage rolls with thrown weapons at ranges of up to 30 feet. Finally, you are considered to have the Point-Blank Shot feat for the purposes of feat prerequisites, although feats you qualify for based on this only apply their benefits to thrown weapons when appropriate.
Whistling Weapons
Any melee weapon with a range increment may be enchanted as a whistling weapon. A whistling weapon may be enchanted at the same time as up to 49 other identical whistling weapons, in which case the cost remains the same no matter how many such whistling weapons are enchanted at once, but the enchantment applied must be the same for all given whistling weapons.
Whistling weapons are treated as nonmagical when used in melee, and only apply their enhancement bonus as a magical weapon and any special qualities when used as thrown weapons. Whistling weapons otherwise follow the magical ammunition rules for recovery, value, hardness and other characteristics.