Bullybasher's Gauntlets

Bullybasher's Gauntlets Wielder Requirements
Base attack bonus +2
Lore 2 ranks
Improved Unarmed Strike
4,604 gold

LEGACY RITUALS
Least: 1,400 gp.
Lesser: 12,000 gp.
Greater: 40,000 gp.

LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence).
Attack Penalty: -1 at 6th, -2 at 13th
Skill Check Penalty: -1 at 6th, -3 at 10th, -4 at 15th, -5 at 16th, -6 at 19th
Hit Point Penalty: -2 at 6th, -4 at 10th, -6 at 14th, -8 at 18th

LEGACY ITEM BONUSES
12th - +2 Gauntlets
16th - +3 Gauntlets
20th - +4 Gauntlets

LEGACY ITEM ABILITIES
Sturdy Grip (Su): At 5th level, while wearing Bullybasher's Gauntlets, you gain a +4 bonus on grapple checks.
Knock Silly (Su): At 6th level and higher, when you deal damage to an opponent with Bullybasher's Gauntlets, that opponent is affected as if by the touch of idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. This ability is usable two times per day. Caster level 5th.
Solitary Warrior (Su): Starting at 7th level, when you are adjacent to at least two foes, your armor class increases by 1 and you deal an extra 1d6 points of damage with each successful attack made with the gauntlets.
Cheat Death (Su): At 8th level and higher, you automatically heal 1 hit point if your hit points drop to between -1 and -9. This ability functions once per day.
Power of One (Su): At 10th level, Bullybasher's Gauntlets grant a +2 enhancement bonus to your Constitution score. At 14th level, the bonus rises to +4. It rises to +6 at 18th level.
Rough and Tumble (Su): At 11th level, you gain damage reduction 5/magic.
Giant Bearing (Su): Beginning at 13th level, you gain a +2 bonus to Strength, a -2 penalty to Dexterity (to a minimum of 1), a -1 penalty on attack rolls, and a +4 bonus on grapple checks.
Stone Gathering (Su): At 15th level and higher, you can hurl rocks. The rocks deal 2d6 (plus Strength modifier) points of bludgeoning damage.
Frightful Presence (Su): Starting at 17th level, you unsettle surrounding foes when you are attacking or charging. Creatures within a radius of 30 feet are subject to the effect if they have fewer Hit Dice than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your character level + your Charisma modifier) suffers no ill effect and is immune to your frightful presence for 24 hours. Those who fail the save become shaken for 4d6 rounds.
No Wound Too Big (Su): At 18th level and higher, while wearing Bullybasher's Gauntlets, you heal 2 points of damage every hour.
Lightning Punch (Su): Beginning at 19th level, once per day on command, you can charge Bullybasher's Gauntlets with chain lightning. The next creature struck by the gauntlets is the target of the spell, and secondary bolts can strike other foes within 30 feet. A charge is maintained until the gauntlets strike a creature. The save DC is 19, or 16 + your Charisma modifier, whichever is higher. Caster level 15th.