Rare
Wearer deals +2 damage with physical ranged weapons and with damage-inflicting spells.
Adds +5 to AC and +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +1 to AC and +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.
On a successful hit from a crossbow (not a bow), this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or the victim can’t attack more than once per round for the rest of combat. If the target can only attack once per round (either naturally or as a result of a previous effect), this bolt’s special power will have no effect. It must be declared (turned in) before sliding the weapon token.
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.









