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
Ranger
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.
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.









