Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and suffer -1 to Will saving throws
Feet
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Successful sneak attacks made by the wearer deal +6 damage. The bonus damage from these boots is added at the very end of the sneak attack’s damage calculations and is not subjected to modification. E.g., it doesn’t get doubled if the sneak attack critically hit.
Note: The phrase “non-modifiable damage” written on this token does not mean the extra damage from these boots is immune to mitigation.
Once per room, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Each time this “melee-for-ranged” attack is attempted (whether the attack was successful or not), the wearer takes 2 points of Eldritch damage.
These boots do not confer the ability to fly/levitate, they allow the wearer to leap up, attack, and land safely back in the same spot from which they took off.
Melee and Ranged attacks made by the wearer gain +2 To Hit. Has no effect on attacks that do not require an attack slide.
Adds +1 to all saving throws
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.
The protection these boots afford lasts for just one attack. E.g., if a marilith successfully attacked you three times on round 1, these boots would only reduce the damage by 2 points.
Adds +4 to Reflex saving throws vs. Ray attacks (the effect must have the word “Ray” in its name)
After attempting the first sneak attack in combat, if there is a second eligible target, a rogue wearing these boots may attempt to sneak attack a second target without taking a prep round to set up the second sneak attack. The first sneak attack attempt need not have been successful to take advantage of this item’s power. The rogue cannot sneak attack the same target twice.