Allows the wearer to walk on water in a swamp as if it were solid ground. This item does not function on water that is not in a swamp. This item does not function on non-water fluid in any location.
3 units
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus –1 To Hit in melee and –1 Damage with melee and thrown weapons)
If outdoors, these allow the rogue 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.
Made from the hide of some mysterious aquatic beast, these boots allow the wearer to walk on water as if it were solid ground. The magic of these boots may be “turned off” if the wearer wishes to venture underwater.
These boots allow their wearer to safely traverse quicksand.
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. However, if any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
Flurry of blows attacks made by the wearer deal +1 damage as Fire. Non-flurry of blows attacks made by the wearer do not gain any damage bonus from these bracelets.
The wearer is able to affect critical hits on Plants. It also allows rogues to perform a sneak attack on Plants. (Plants have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)









