Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
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.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
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)
While wearing these boots, successful 2-handed melee weapon attacks deal +5 damage as Sonic.
All the wearer’s successful melee attacks, ranged attacks, and damage-inflicting spells deal +5 Damage as Eldritch. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.
Mechanical trap damage inflicted upon the wearer is reduced by 50%. They do not reduce magic damage of any kind, even from magical traps.
As long as the trap is mechanical, the effect from this item stacks with other point-based items that mitigate trap-damage, but not other items that reduce trap-damage by a percentage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure.
Wearer gains +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and Free Movement
While wearing these boots, successful 1-handed melee weapon attacks deal +3 damage as Cold.
Mechanical trap damage inflicted upon the wearer is reduced by 5. It has no effect on magical trap damage.
The effect from this item stacks with other items that mitigate mechanical trap-damage.
Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap.
All damage-inflicting spells cast by the wearer deal +3 Damage as Fire. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.
After successfully using taunt, the wearer takes -2 damage from all attacks made by any monster in the room on the tauntee’s next turn. These boots have no effect on attacks made by a monster that is immune to taunt.
If the wearer of these boots has also equipped Ring of Direct Insults, on the post-taunt round, that character takes -4 damage from the taunted monster and -2 damage from all other monsters.
These boots allow a rogue 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.) In addition, when making sneak attacks, the rogue’s To Hit slide will enjoy a +2 bonus. This +2 To Hit bonus only applies to sneak attacks.
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.
While wearing these boots, successful physical ranged weapon attacks (including thrown alchemical weapons but not spells or wholly magical effects) deal +3 damage as Shock.
Wearer is immune to slips and falls while on natural surfaces. They have no effect on cut stone or any kind of finished surface.
Melee attacks made by the wearer are not penalized by the target being Incorporeal (i.e., no 50% miss chance) or Invisible.
These boots don’t negate the monster’s Invisibility/Incorporeality (e.g., you can’t see an Invisible monster), they only negate the melee combat penalties associated with having a target that is Invisible/Incorporeal.
These boots have no effect on any kind of Ranged attack.
Cold damage inflicted upon the wearer is reduced by 50%
Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.
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.
Serving as a reserve air supply, this small container will allow the user to breath air in a water filled environment. However, the bottle must be held to the user’s mouth which takes up the use of one hand. The bottle’s effect lasts for one room.
Note: The ability to breath underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
Note: This cheap rum is way too low proof to make a Molotov Cocktail
This item allows a druid to learn the clue(s) that would be given from a bard’s Bardic Knowledge check and/or a rogue’s skill check box without having to pass the test(s). This does not allow the druid to take the treasure in lieu of the clue.
A druid’s use of Bardic Knowledge in this way counts as an Instant Action.
A Libram of Looting cannot be used in conjunction with this token to get both the clue and treasure from what would have been the rogue’s skill test.
Damage-Spells (not scrolls) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a total of +2 points of damage, not +2 points per target. The caster chooses the recipient of the extra points and may allocate them as they see fit to an eligible recipient.
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and all Ranged attacks made by the wearer deal +1 damage.
If the attack can affect more than one target, the wearer gets a total of +1 point of damage, not +1 point per target. The caster chooses the recipient of the extra point and may allocate it as they see fit to an eligible recipient.
Adds +2 to Missile damage
If the wearer is a ranger, adds a total of +3 to Missile damage
Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.
Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)





























