Magic Items/Gear/Feet
Main > Magic Items |
Item | Price | Weight |
---|---|---|
Boots of Distraction | 900 gp | 0.5 lb. |
Bullhide Boots | 1,250 gp | 3 lb. |
Mountaineer's Boots | 1,600 gp | 1 lb. |
Shadow Footsteps | 1,800 gp | 1 lb. |
Item | Price | Weight |
---|---|---|
Abarka of Allure | 2,000 gp | 1 lb. |
Boots of Dwarvenkind | 2,000 gp | 1 lb. |
Gravewalkers | 2,000 gp | 1 lb. |
Hit Kickers | 2,200 gp | 1 lb. |
Boots of Halflingkind | 2,500 gp | 0.5 lb. |
Boots of Humankind | 2,500 gp | 1 lb. |
Boots of Orcishkind | 2,500 gp | 1 lb. |
Matching Shoes | 2,500 gp | 1 lb. |
One-Third League Boots | 2,500 gp | 1 lb. |
Slippers of Secrecy | 2,500 gp | — |
Wave Runners | 2,500 gp | 1 lb. |
Boots of Striding | 3,000 gp | 1 lb. |
Abarka of Allure
Two thin leather straps hold this light leather sandal tightly to the toe and ankle. An unusually tall and thin cavalier-boot-like heel allows the abarka to be used when riding with stirrups, though it makes running in them slightly more difficult.
As a result of the tall heel, if you take a run action in these, you only go three time (x3) your movement rate (rather than the normal x4).
Boots of Distraction
These cloth boots are made for heavy wear. They are made of two layers of cloth, a soft inner layer and a thick, rough outer material. Cloth frog closures close them at the ankle and mid-calf. Supple leather strips are sewn into the sole, providing a flexible and quiet footfall. The heel of each boot is marked with a gnomish sigil meaning “repeat.”
Boots of Dwarvenkind
These heavy, black leather boots are shod with iron soles and held together with heavy iron rivets. Despite their uncomfortable appearance, they fit cozily around your feet, giving firm but supple support to your soles, ankles, and calves.
Boots of Halflingkind
These boots are clearly designed for a Small creature, though they size to fit whoever picks them up. They are surprisingly soft and flexible brown leather, with buttons running from ankle to calf and fringe along the top of each. A split at the end of the boots allows the big toe is flex separately from the rest of the toes.
Boots of Humankind
Worn as either thigh-high boots, or with cuffs turned down to a swashbuckler-like calf height, these boots are simple tanned leather. They fit snugly with no sign of fasteners. Most are undyed brown, though some are a simple blue, green, or red in color.
Boots of Orcishkind
These heavy, crudely stitched rawhide boots include heavy iron buckles across the top of the foot and twice along the calf. Wearing them makes you feel firmly grounded, as though your stance could grant you additional leverage.
Boots of Striding
These boots provide a +10 enhancement bonus to the wearer’s base land speed.
Bullhide Boots
These heavy boots are made of thick leather, with heavy brown hair still attached to the outer surface. The soles are made of a dark material that looks like iron but is flexible and comfortable. The boots have three brass buckles running up each side, providing a tight fit to the calf. Each footprint left by the boots include a hoofprint in the front third, making the prints distinctive.
Gravewalkers
The delicate bones that form these sandals are bleached white with age. Worn ligaments hold the bones together, with a flexible sole of fingerbones covering the bottom of the wearer’s foot, and clasps in the form of small animal skulls holding them firmly to the wearer’s ankles.
Any unintelligent undead automatically ignore you unless you act against them.
Intelligent undead receive a DC 11 Will save to act normally when they first see you, but if that save fails, they also ignore you until you take some offensive action, or a day passes (granting the intelligent undead a new save).
Hit Kickers
These thick, black leather boots are lined with steel buckles up each side and studded steel plates covering the toes.
Matching Shoes
These shoes are simple slop footwear of leather and cotton thread. A close examination reveals the workmanship is exquisite – much finer than anything of so simple a design deserves. Additionally, while the shoes are a drab brown normally, they are reversible to show multicolored strips of silk and satin, taking the form of a pair of jester’s slippers.
The matching shoes do not turn one kind of garment into another – a robe must look like a robe, though it may become shorter, longer, thicker, thinner, simpler, more ornate, or even change to be the color and texture of rock. Furthermore, items do not become heavier, lighter, warmer, or cooler to any degree worth a game mechanical bonus or penalty.
Because it is so easy to change an outfit with matching shoes, anyone wearing them gains a +5 circumstance bonus to Disguise checks. All changes are maintained only as long as the garments and matching shoes are worn by the same person. As soon as it is removed, the garment returns to its normal form.
Mountaineer's Boots
These stout and sturdy boots are made of thick leather, with iron buckles and strong iron grommets to hold the chain laces used to secure them to the wearer’s foot.
One-Third League Boots
These finely crafted leather boots rise to just above the knee, though the cuffs can be turned down to make them only calf-high. The material of the boots is extremely soft and smooth, and the soles are actually slightly springy. There are no fasteners for the boots; they simply conform snugly to whoever wears them. Most boots of this type are a light grey in color.
If you jump vertically, you may jump up or down to a maximum height of 1,320 feet. You cannot use these boots if you are falling, you must jump from a standing position. You travel at 60 feet per round if jumping up, and 240 feet per round if jumping down, and are still limited to one free, swift, or immediate action per round while airborne If you can see your end destination when you jump, you land there safely. If you cannot, you must simply decide how far and in what direction you are jumping. In this case it requires a DC 15 Acrobatics check to land on your feet (and local conditions, such as landing in water, may make this impossible). On a failed check, you land prone.
Despite the maximum range of one mile, it’s much safer to use these boots to jump shorter distances.
Shadow Footsteps
These finely-crafted shoes appear to be made of thick, but not quite solid, shadow (though they are material to the touch, and protect their wearer’s feet as any solid footwear should).
Once these conditions are met, the wearer of the magic shoes gains a +6 bonus to all Sense Motive checks made pertaining to the target creature. The shadow footsteps can be attuned in this way to only one creature at a time. Taking the time to gain the bonus with a new creature ends bonuses to any previous target of the shoes’ magic.
Slippers of Secrecy
Made of soft linen and soled in doeskin, these slippers are unremarkable in any way. While they fit snugly and are well made, they bear no maker’s mark or distinctive decoration.
Wave Runners
Wave runners are always snug-fitting leather boots, generally made of blue-dyed leather or sharkskin, which are fitted with straps and buckles that cause the boots to conform tightly to the wearer’s calves.