Healer's Gloves (Greater)Equipment 9
Source Pathfinder GM Core
Price 700 gp
Weight light
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +2 item bonus to Medicine checks.
Activate—Healer's Touch A (manipulate)
Frequency once per day
Effect You can soothe the wounds of a willing, living, adjacent creature, restoring (4d6+15) vitality,healing Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
InvestedA character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.