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)
Monk
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.
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.









