Feet Slot Magic Items: Difference between revisions

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[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Magic Items]]
[[Category:Magic Items]]
{{Breadcrumbs|[[Wondrous Magic Items]]}}


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Revision as of 23:30, 16 December 2016


Magic Item Name Cost Slot Description
Horseshoes of Crushing Blows varies Feet Provides a mount or animal companion with enhancement bonuses, magic weapon properties and dweomermetal benefits for its natural attacks
Boots of the Cat 1,000 gp Feet wearer always takes the minimum damage possible from falls and is never knocked prone from a fall
Daredevil Boots 1,400 gp Feet wearer gains a +5 competence bonus to Acrobatics to move through threatened or enemy-occupied squares
Boots of the Enduring March 1,500 gp Feet makes the checks to endure forced marches longer than 8 hours much easier, and a fatigued result is converted to non-lethal damage instead
Feather Step Slippers 2,000 gp Feet wearer can ignore the movement penalties caused by difficult terrain, even allowing a 5-foot step in difficult terrain
Boots of Friendly Terrain 2,400 gp Feet wearer leaves no footprints and cannot be tracked
Boots of the Winterlands 2,500 gp Feet wearer enjoys the effects of an Endure Elements spell, and can traverse snow and ice at normal speeds, leaving no tracks
Boots of Elvenkind 2,500 gp Feet grants the wearer a +5 competence bonus to Acrobatics
Acrobat Slippers 3,000 gp Feet wearer retains his Dex bonus when climbing, running or moving on narrow or slippery surfaces, is more resistant to trips, falling and being knocked prone
Horseshoes of Speed 3,000 gp Feet grants a hooved mount or animal companion an additional 30 feet of base land speed
Boots of the Mire 3,500 gp Feet wearer can move through swampy terrain, mud and water up to 5 feet deep with no movement penalty, and is more resistant to disease and poison
Burglar Boots, Minor 4,000 gp Feet grants the wearer a +5 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
Sandals of Quick Reaction 4,000 gp Feet when acting during a surprise round, wearer gets both a standard and a move action
Slippers of Cloudwalking 4,400 gp Feet wearer can walk on top of fog, mist or clouds, magical or non-magical, for up to 10 (non-consecutive) minutes per day
Slippers of Spider Climbing 4,800 gp Feet grants the wearer a greater climb speed of 20 feet for up to 10 minutes per day
Sandals of the Lightest Step 5,000 gp Feet up to 5 times per day, the wearer can walk on the air, as the air walk spell, for 1 round
Boots of Striding and Springing 5,500 gp Feet increases the wearer's base land speed by 10 feet, and grants a +5 competence bonus to acrobatics for purposes of jumping
Horseshoes of a Zephyr 6,000 gp Feet allows a hooved mount or animal companion to traverse unstable, liquid or difficult terrain unimpeded, leaving no tracks
Haunted Shoes 6,480 gp Feet once per day, wearer can gain partial concealment (20% miss chance) for 3 minutes, and twice per day, can summon 1d4 unseen servants
Jaunt Boots 7,200 gp Feet three times per day, the wearer can add 10 feet to a 5-foot step as a free action. this extra movement does not provoke attacks of opportunity
Boots of Levitation 7,500 gp Feet on command, the wearer can levitate, as per the Levitate spell
Boots of Escape 8,000 gp Feet once per day, if the wearer is grappled, pinned or entangled, she can teleport herself up to 30 feet away
Earth Root Boots 8,000 gp Feet for each round the wearer moves no more than 5 feet, she gains a cumulative +1 circumstance bonus to CMD and reduces forced movement by 1 square
Nightmare Boots 8,500 gp Feet three times per day as a swift action, the wearer can command the boots to smoke, granting partial concealment (20% miss chance) for 1 round
Nightmare Horseshoes 9,000 gp Feet allows a hooved mount or animal companion to use the smoke supernatural ability of a Nightmare, nauseating nearby enemies up to 10 rounds per day
Caltrop Boots 10,000 gp Feet wearer can cause boots to leave a trail of caltrops in each square the wearer leaves that round, for up to 10 rounds per day
Tremor Boots 10,000 gp Feet the wearer gains tremorsense with a range of 20 feet as long as he is standing on solid ground
Boots of the Mastodon 10,500 gp Feet wearer gains a +2 competence bonus to CMB for Overrun manuevers, and a +2 dodge bonus to AC when performing an overrun. Once per day, can make a trample attack
Shoes of the Lightning Leaper 10,500 gp Feet once per day, the wearer can transform into a bolt of lightning, moving 50 feet in a straight line and appearing at the far end, damaging creature between
Boots of Speed 12,000 gp Feet wearer can gain the effects of Haste for up to 10 non-consecutive rounds per day
Verdant Boots 12,000 gp Feet three times per day, wearer can command the boots to cause a bush to spring into existance in his square, granting cover and providing food
Winged Boots 16,000 gp Feet three times per day, the wearer can fly, as the fly spell, for up to 5 minutes
Shoes of the Firewalker 21,000 gp Feet the wearer gains ER 10/fire and can walk on top of lava and magma as if subject to the Water Walk spell
Dryad Sandals 24,000 gp Feet wearer can move through natural woodlands without impediment and step inside a tree for up to 9 hours once per day
Horseshoes of the Mist 27,000 gp Feet allows a hooved mount or animal companion to grant itself and its rider a gaseous form, as the Gaseous Form spell, for up to 10 non-consecutive minutes per day
Getaway Boots 30,000 gp Feet wearer can teleport himself back to an attuned location once per day as a full round action
Horseshoes of Glory 39,600 gp Feet allows a hooved mount or animal companion to become one size larger or become a magical beast, and gain some DR, for up to 10 minutes
Burglar Boots, Major 46,000 gp Feet grants the wearer a +10 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
Boots of Teleportation 49,000 gp Feet wearer can teleport up to 3 times per day, as the Teleport spell
Slippers of the Triton 56,000 gp Feet wearer can breathe underwater and gains a swim speed of 30 feet. If wearer already has a swim speed, it is increased by 10 feet.