Equippable
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 +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves
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.
These dark grey, soft boots dampen the noise normally created by the wearer when moving. Wearable only by rogues, they allow the wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.
If the party wins Initiative, for the rest of that combat, melee damage inflicted upon the wearer is reduced by 2 points per attack.
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.









