Boots, Sandals, Slippers, Shoes

Boots of Elvenkind

Default Bonus: 
Disengage checks and other checks involving fancy footwork: +1 bonus (adventurer); +2 bonus (champion); +3 bonus (epic)
Description: 

You gain a +4 bonus to skill checks to walk quietly.

Quirk: 
Develops a love of elegant elven poetry

Boots of Ferocious Charge

Default Bonus: 
Disengage checks and other checks involving fancy footwork: +1 bonus [A]; +2 bonus [C]; +3 bonus [E].
Description: 

Whenever ou move to engage a foe first and then make a melee attack against it during the same turn, you deal +1d6 damage, hit or miss ([C]: +2d8; [E]: +4d10).

Quirk: 
You like to start fights as much as you like to finish them.

Boots of Ferocious Charge

Default Bonus: 
None
Recharge: 
None
Description: 

Whenever you move to engage a foe first and then make a melee Attack against it during the same turn, you deal +1d6 damage, hit or miss (champion +2d8, epic +4d10). 

Quirk: 
You like to start fights as much as you like to finish them.

Boots of Sure Feet

Description: 

You can walk or run normally through terrain that would usually slow one down, such as rubble, undergrowth, muck, etc. The boots don't protect you against damage or similar effects incurred from inhospitable terrain.

Quirk: 
Become exceptionally picky about diet.

Boots of the Hero's Footsteps

Default Bonus: 
Disengage checks and other checks involving fancy footwork: +1 bonus (adventurer); +2 bonus (champion); +3 bonus (epic).
Description: 

These travel-worn boots have been all over the Empire, and they remember every step. Sometimes, you're beset by intense déjà vu, as memories from the boots leak into your mind. This only happens in places where the boots have been before, so it won't happen outside the Empire, at sea, in the Overworld, or in much of the Underworld. When it goes, you either get a +4 bonus to a Wisdom skill check related to navigation or finding paths, or a +4 bonus to a Dexterity check to avoid unexpected hazards that the boots have encountered before (so, a specific pit trap wouldn't trigger the boots, but the infamous sucking sands of the Kneedeep would be remembered by the boots.)

Quirk: 
Your feet instinctively lead you towards the nearest inn.

Clawed Boots

Default Bonus: 
+1 disengage, climbing
Recharge: 
11+
Description: 

Move action

The lion-fur that lines these boots conceals magical bone claws that sprout from their ankles. You may leap upon a foe of equal or greater size while wearing these boots; when you do so, the claws dig in and keep you attached to that enemy. The enemy has a -2 penalty to attempts to disengage or pop you free, and if the enemy does disengage by any means, your boots inflict 1d10 damage on it automatically

Quirk: 
Likes high places and elevated positions.
Subscribe to Boots, Sandals, Slippers, Shoes