All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.
All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.
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.
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.
The wearer can trod upon lava without fear of falling in. These boots do not afford any protection from heat (Fire damage) emanating from the lava, but the boots themselves cannot be damaged by lava.
Adds +1 to Reflex saving throws.
Allows the wearer to walk on mud as if it were solid ground.
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,
These durable foot coverings enable the wearer to walk across snow and not fall through, slip, or incur movement penalties as a result of the unstable surface. They only provide protection directly related to snow effects.
When engaged in combat atop deep snow, melee attacks as well as anything requiring movement are not be possible on the first round of combat. Ranged attacks and/or spells are not affected by this penalty. Actions performed after the first round of combat (i.e.,
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)
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.
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.