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
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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)
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.
Ranged attacks made by the wearer deal +3 Cold damage per attack/effect
Adds +3 to max HP
On a successful hit with a melee weapon, the wearer deals +2 damage as Fire
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.