BOOT or FOOT Slot- Wondrous Item- Description in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

BOOT or FOOT Slot- Wondrous Item- Description

Foot Slot- Wondrous Items (and Horseshoes)

 


ACROBAT BOOTS

Price (Item Level): 900 gp (4th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — and swift (command) Weight: 1 lb.
Multiple brass buckles run from the ankle to the top of the calf on these finely crafted, black leather boots. A pair of acrobat boots grants you a +2 competence bonus on Tumble checks. This is a continuous effect and requires no activation.
In addition, these boots have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you an enhancement bonus to your speed for 1 round.
  • 1 charge: +10-foot enhancemen tbonus.
  • 2 charges: +15-foot enhancement bonus.
  • 3 charges: +20-foot enhancement bonus.
Prerequisites: Craft Wondrous Item, cat’s grace, longstrider. Cost to Create: 450 gp, 36 XP, 1 day.  

Acrobat Slippers

3,000 GP AURA faint transmutation CL 3rd WEIGHT 2 lbs.
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, cat’s grace  


Anklet of Translocation

Price (Item Level): 1,400 gp (5th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Swift (command) Weight: —
A pewter chime hangs from this simple leather ankle-band. An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.
You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day.
Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 700 gp, 56 XP, 2 days.


Boots of Agile Leaping

Price (Item Level): 600 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 2 lb. These crocodile-skin boots feel slightly elastic. While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) on Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity. Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 300 gp, 24 XP, 1 day.  


Boots of the Battle Charger

Price (Item Level): 2,000 gp (6th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: 2 lb.
These heavy leather boots bear thick copper bands just above the ankle. When activated, boots of the battle charger allow you to make a charge attack as a standard action (rather than a full-round action), though the charge only includes movement up to your speed (rather than double your speed). You must make the charge attack in the round you activate the boots, or the effect is lost.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across of difficult terrain and through squares occupied by allies when making a charge after activating the boots.
You can use this ability two times per day. Prerequisites: Craft Wondrous Item, cat’s grace, longstrider. Cost to Create: 1,000 gp, 80 XP, 2 days.  


Boots of Big Stepping

Price (Item Level): 6,000 gp (10th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: — and standard (command) Weight: 2 lb.
These wolfhide boots are secured with leather thongs that wrap twice about the ankle. The fur is exceptionally soft and has a faint sheen that makes the boots appear to shimmer in the light.
The spirit of a blink dog has been harnessed within these boots. While you are wearing these boots, your caster level for all teleportation spells is increased by 2. This is a continuous effect and requires no activation.
  In addition, when you speak the command word, you can teleport up to 60 feet with no chance for error, as if using a greater teleport spell. This ability functions three times per day. Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 3,000 gp, 240 XP, 6 days    


Boots of Desperation


Price (Item Level): 2,800 gp (7th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
These soft-soled boots look comfortable and quiet. You can activate boots of desperation only when your current hit point total is equal to or less than half your full normal hit points. When activated, the boots grant a +30-foot enhancement bonus to your base speed and a +5 dodge bonus to AC against attacks of opportunity. These benefits last for 1 round. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, expeditious retreat. Cost to Create: 1,400 gp, 112 XP, 3 days.


Boots of Dragon Riding

Price (Item Level): 1,500 gp (5th) Body Slot: Feet Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (mental) Weight: 1 lb.
These boots have a scaly look, as though they were made from reptile hide. You gain a +2 competence bonus on Climb and Jump checks while wearing these boots. This is a continuous effect and requires no activation.
Once per day, you can activate boots of dragonstriding to gain a climb speed equal to your land speed for 10 rounds.
Prerequisites: Craft Wondrous Item, jump, spider climb. Cost to Create: 750 gp, 60 XP, 2 days.


BOOTS OF ELVENKIND

2,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
These soft boots are partially made out of living leaves and other natural materials. They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on move silent and if you are an elf or half elf, +2 competence to tumble.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, creator must be an elf


BOOTS OF ESCAPE

8,000 GP AURA moderate conjuration CL 5th WEIGHT 1 lb.
These sturdy leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. A gnome wearing these boots may instead transfer herself up to 400 feet away.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, dimension door, creator must be a gnome or a wizard specialized in the school of conjuration


BOOTS OF FRIENDLY TERRAIN

2,400 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger’s favored terrain class feature (jungles, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2.
CONSTRUCTION REQUIREMENTS COST 1,200 GP Craft Wondrous Item, pass without trace, creator must be a ranger      


BOOTS OF JUMPING

Price (Item Level): 2,500 gp (7th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — and swift (command) Weight: 2 lb.
These comfortable, black leather boots have unusually springy soles. Boots of jumping allow you to jump exceptionally long distances. You only need to move at least 10 feet in a straight line to attempt a running jump (rather than 20 feet). This is a continuous effect and requires no activation.
In addition, boots of jumping have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a competence bonus on Jump checks for 1 round.
  1. charge: Gain a +10 competence bonus on Jump checks.
  2. charges: Gain a +15 competence bonus on Jump checks.
  3. charges: Gain a +20 competence bonus on Jump checks.
Prerequisites: Craft Wondrous Item, jump. Cost to Create: 1,250 gp, 100 XP, 3 days.
   


BOOTS OF LANDING

Price (Item Level): 500 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb.
These light blue leather boots have very thick soles. Walking in them is like dancing in clouds. While wearing boots of landing, you land on your feet no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).
Prerequisites: Craft Wondrous Item, feather fall or catfall (EPH 82). Cost to Create: 250 gp, 20 XP, 1 day.


BOOTS OF LEVITATION

7,500 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself.
CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, levitate  


Boots of the Mountain King

Price (Item Level): 1,500 gp (5th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — Weight: 1 lb. These iron-shod red leather boots appear rugged and worn. While wearing boots of the mountain king, you can move more easily than usual over rough and difficult terrain. These boots allow you to ignore increased movement costs and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
Prerequisites: Craft Wondrous Item, free- dom of movement. Cost to Create: 750 gp, 60 XP, 2 days.  

Boots of the Mountain King, Greater

Price (Item Level): 21,500 gp (15th) Activation: — and swift (command)
This rough-looking boots are made of craggy leather that resembles a rough granite cliff face, and they are shod with thick iron. These boots function as boots of the moun- tain king. In addition, you can activate greater boots to gain the benefit of a stoneskin spell. This ability functions once per day.
Prerequisites: Craft Wondrous Item, free- dom of movement, stoneskin. Cost to Create: 10,750 gp, 860 XP, 22 days.  


Boots of Side Stepping

Price (Item Level): 6,000 gp (10th) Body Slot: Feet Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Swift (mental) Weight: —
These soft leather boots are adorned with a copper chain around the ankle. Boots of sidestepping allow you to slide out of range of an enemy’s attacks. When you activate the boots, you can take a 5-foot step (PH 144). Unlike a normal 5-foot step, you can take this action even if you have already moved during the round, and it doesn’t prevent you from moving again afterward (or even taking your normal 5-foot step). For example, you could acti- vate the boots to move 5 feet away from an adjacent monster, spend a move action to move another 20 feet away, then take a standard action. Boots of sidestepping function three times per day.
Prerequisites: Craft Wondrous Item, haste. Cost to Create: 3,000 gp, 240 XP, 6 days.


BOOTS OF SKATING

Price (Item Level): 7,000 gp (11th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 15) transmutation Activation: — Weight: 2 lb.
These white leather boots extend to mid-calf and lace up from toe to top. They sport two dull metal edges that slant downward from the bottom of each side. These boots allow you to slide along the ground as if on smooth ice. You can grace- fully skate along the ground, turn, or stop suddenly as desired. You gain a +10-foot enhancement bonus to your land speed while wearing the boots. This is a continuous effect and requires no activation. Skating up an incline removes the bonus to speed, while skating down a decline increases the boots’ enhancement bonus to land speed by an additional 10 feet.
Prerequisites: Craft Wondrous Item, expe- ditious retreat or skate (EPH 132). Cost to Create: 3,500 gp, 280 XP, 7 days.


BOOTS OF SPEED

12,000 GP AURA moderate transmutation CL 10th WEIGHT 1 lb.
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, haste


BOOTS OF STOMPING

Price (Item Level): 600 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Standard (manipulation) Weight: 1 lb.
The thick metal soles of these dirt-brown boots are slightly wider than the vamp. Brassy metal bands run from the sides of the soles to the tops.
When you stomp your feet and activate boots of stomping, you generate a 15-foot- long cone-shaped burst of psychokinetic force that travels along the ground, top- pling creatures and loose objects. The shock wave affects only creatures standing on the ground within the area. Creatures that fail a DC 13 + CHA Reflex save are thrown to the ground, prone, and take 1d4 points of nonlethal damage.
Boots of stomping function three times per day.
Prerequisites: Craft Wondrous Item, sonic blast (SC 195) or stomp (EPH 133).


BOOTS OF STRIDING AND SPRINGING

5,500 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
CONSTRUCTION REQUIREMENTS COST 2,750 GP Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill


Boots of Swift Passage

Price (Item Level): 5,000 gp (9th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Move (command) Weight: 1 lb.
These comfortable high boots are made from deep red leather with brilliant copper-colored leather soles. When activated, boots of swift passage tele- port you up to 20 feet in any direction (with no chance of error).
You must have line of sight and line of effect to your destination to use the boots. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.
Boots of swift passage function five times per day.
Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 2,500 gp, 200 XP, 5 days.

BOOTS OF TELEPORTATION

49,000 GP AURA moderate conjuration CL 9th WEIGHT 3 lbs.
When scrutinized closely, parts of these light gray boots appear to fade in and out of existence. Any character wearing this footwear may teleport three times per day, exactly as if she had cast the teleport spell.
CONSTRUCTION REQUIREMENTS COST 24,500 GP Craft Wondrous Item, teleport


BOOTS OF THE CAT

1,000 GP AURA faint transmutation CL 1st WEIGHT 1 lb.
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, feather fall  


Boots of Temporal Acceleration

Price (Item Level): 43,000 gp (17th) Body Slot: Feet Caster Level: 17th Aura: Strong; (DC 23) conjuration Activation: Swift (command) Weight: 1 lb.
These dark leather boots feature a small image of a sundial sewn into each side. When worn, they pulse slightly once every second. Once per day, you can enter another time frame for 2 rounds, speeding up so greatly that all other creatures seem frozen, though they are actually moving at normal speed. Other creatures are nor- mally immune to your attacks, powers, or spells, but if you create an area effect that lasts longer than 2 rounds, that effect applies normally once the duration of the item’s effect expires.
While under the effect of the boots, you cannot enter an area protected by an antimagic field, null psionics field, or by a spell or power that neutralizes 9th-level spells or powers. Normal and magical fire, cold, acid, and the like can still harm you. Except as described here, this effect func- tions as a time stop spell.
When the duration expires, you resume acting during your current turn in normal time, but you are shaken for 1 round. Splintered or partitioned minds within your own mind, such as might be in effect through the use of psionic powers such as schism, are not temporally sped up, even if your second mind manifested this power. Your primary mind gains the benefit, while your second mind remains stuck in the standard time frame.
Prerequisites: Craft Wondrous Item, time stop or temporal acceleration (EPH 136). Cost to Create: 21,500 gp, 1,720 XP, 43 days.


BOOTS OF THE ENDURING MARCH

1,500 GP AURA faint conjuration CL 2nd WEIGHT 2 lbs.
These travel-stained boots of stout brown leather enable the wearer to traverse great distances without tiring. When making a forced march (Core Rulebook 171), for each hour of marching beyond 8 hours, the wearer needs only to make a Constitution check (DC 10, +1 per extra hour) instead of the normal check. Furthermore, if the wearer fails the check, she only takes 1d4 points of nonlethal damage and does not becomes fatigued the first time she takes nonlethal damage in this way.
CONSTRUCTION REQUIREMENTS COST 750 GP Craft Wondrous Item, Endurance


BOOTS OF THE MASTODON

10,500 GP AURA moderate transmutation CL 8th WEIGHT 2 lbs.
These massive boots are made from mastodon hide. The boots are so large and cumbersome that their wearer takes a –2 penalty on move silent checks, but gains a +2 enhancement bonus on overrun attempts and a +2 dodge bonus to AC while attempting an overrun combat maneuver. In addition, once per day the wearer can make a trample attack (Bestiary 305). Regardless of his actual size, the creature wearing the boots can trample creatures of size Large or smaller in his path. The trample attack deals 2d8+18 points of damage (Reflex DC 29 halves).
CONSTRUCTION REQUIREMENTS COST 5,250 GP Craft Wondrous Item, beast shape III


BOOTS OF THE MIRE

3,500 GP AURA faint abjuration and transmutation CL 5th WEIGHT 1 lb. These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other signs of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.
CONSTRUCTION REQUIREMENTS COST 1,750 GP Craft Wondrous Item, endure elements, pass without trace, resistance, water walk


Boots of the Winterlands

2500 gp The wearer of these boots is able to travel across snow at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across the slipperiest ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if she were affected by an endure elements spell.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, cat’s grace, endure elements, pass without trace  


Boots of Tracklessness

Price (Item Level): 11,000 gp (13th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) illusion Activation: — and standard (mental) Weight: 1 lb.
These pale green boots are slim and elegant, with perfectly smooth soles. When you wear these boots, you leave no tracks (as if affected by pass without trace). Boots of the unending journey This is a continuous effect and requires no activation. Once per day, you can activate the boots to become invisible (as greater invisibility) for 7 rounds.
Prerequisites: Craft Wondrous Item, greater invisibility, pass without trace. Cost to Create: 5,500 gp, 440 XP, 11 days.  


Boots of Tremorsense

Price (Item Level): 5,000 gp (9th) Body Slot: Feet Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1 lb.
The soles of these black boots are unusually wide and their shape strangely cylindrical, like the feet of an elephant. When you activate boots of tremorsense, you gain tremorsense out to 30 feet for 5 rounds. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, tremorsense. Cost to Create: 2,500 gp, 200 XP, 5 days.


Boots of the Unending Journey

[RELIC] Price (Item Level): 4,000 gp (8th) Body Slot: Feet Caster Level: 20th Aura: Strong; (DC 25) conjuration Activation: — Weight: 1 lb. These serviceable black leather boots always seem to bear the dust of the road, regardless of your efforts to clean them. While wearing boots of the unending journey, you gain a +10-foot enhancement bonus to your speed if you are neutral good, lawful neutral, neutral, chaotic neutral, or neu- tral evil. This is a continuous effect and requires no activation.
Relic Power: If you have established the proper divine connection, you are constantly under a pass without trace effect. Boots of the unending journey also render you immune to the effects of fatigue and exhaustion. These are continuous effects and require no activation. To use the relic power, you must worship Yondalla and be and at least 7 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, restoration, pass without trace. Cost to Create: 2,000 gp, 160 XP, 4 days.


BURGLAR BOOTS, MAJOR

46,000 GP
AURA moderate divination CL 10th WEIGHT 1/2 lb.
These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.
CONSTRUCTION REQUIREMENTS COST 23,000 GP Craft Wondrous Item, find traps, creator must have at least 12 ranks in Perception


BURGLAR BOOTS, MINOR

4,000 GP AURA faint divination CL 1st WEIGHT 1/2 lb.
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 competence bonus on spot or search checks to spot or locate traps and devices on the floor within 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, creator must have 4 ranks in Perception
 


DAREDEVIL BOOTS

1,400 GP AURA faint enchantment CL 3rd WEIGHT 1 lb.
This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on tumble checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.
CONSTRUCTION REQUIREMENTS COST 700 GP Craft Wondrous Item, cat’s grace



DIMENSION Stride BOOTS

Price (Item Level): 2,000 gp (6th) Body Slot: Feet Caster Level: 7th Aura: Faint; (DC 16) conjuration Activation: — and standard (command) Weight: 1 lb.
These sleek leather boots lean slightly forward, as if poised to leap. While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation.
In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures.
  • 1 charge: Teleport 20 feet.
  • 3 charges: Teleport 40 feet.
  • 5 charges: Teleport 60 feet.
Prerequisites: Craft Wondrous Item, dimension door. Cost to Create: 1,000 gp, 80 XP, 2 day.  


DRYAD SANDALS

24,000 GP AURA moderate conjuration and transmutation CL 9th WEIGHT 1 lb.
These sandals are woven from grass, lengths of pliant vine, living leaves, and supple bark. In forest terrain, the wearer leaves no tracks or scent and gains a +2 competence bonus on move silently and hide checks.
The wearer can move through natural undergrowth without impediment or harm as a druid using woodland stride and once per day she may step inside a tree and remain there for up to 9 hours, or teleport to a similar tree within range, as tree stride but allowing only a single teleport.
CONSTRUCTION REQUIREMENTS COST 12,000 GP Craft Wondrous Item, pass without trace, tree stride, creator must be a druid


EARTH ROOT Boots

8,000 GP AURA faint transmutation CL 3rd WEIGHT 2 lbs.
The longer the wearer of these boots stays in one place—as long as that place is on solid ground—the harder it is to move her from that place. The wearer gains a cumulative +1 circumstance bonus to her CMD (maximum of +10) for each round she does not move from her space.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, elemental body I 230
 


GWAERON’S BOOTS

Price (Item Level): 6,000 gp (10th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb.
These boots are formed of intricately knotted and interwoven green ropes. Small buds and leaves sprout from several of the larger fibers. While wearing these boots, you are affected as if by a pass without trace spell. In addition, you produce no smell and cannot be detected by the scent extraor- dinary ability.
Prerequisites: Craft Wondrous Item, pass without trace. Cost to Create: 3,000 gp, 240 XP, 6 days.


FEATHER STEP SLIPPERS

2,000 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
Once per day for 10 minutes, these fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, feather fall


GETAWAY BOOTS

30,000 GP AURA moderate conjuration CL 11th WEIGHT 1 lb.
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a full-round action, the wearer, along with anything she is wearing or carrying, teleports back to the attuned location as the getaway spell, except that no allies are teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, getaway (Advanced Player’s Guide)


HAUNTED SHOES

6,480 GP AURA faint conjuration and illusion CL 3rd WEIGHT 1 lb.
Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early.
Once per day, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell ignores the concealment effect. The concealment effect cannot be activated while any of the spirits are currently being used as unseen servants.
CONSTRUCTION REQUIREMENTS COST 3,240 GP Craft Wondrous Item, blur, unseen servant


HORSESHOES OF A ZEPHYR

6,000 GP AURA faint transmutation CL 3rd WEIGHT 4 lbs.
These shining, silvery horseshoes bear designs of swiftmoving clouds and anthropomorphized images of the wind. When affixed to a horse, these horseshoes allow the horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that the horse can cross nonsolid or unstable surfaces such as water, and that it can move without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective. CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, levitate


HORSESHOES OF CRUSHING BLOWS

VARIES +1 enhancement bonus 4,000 GP +2 enhancement bonus 16,000 GP +3 enhancement bonus 36,000 GP +4 enhancement bonus 64,000 GP +5 enhancement bonus 100,000 GP AURA faint evocation CL 5th WEIGHT 4 lbs.
Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item’s price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective.
Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.
CONSTRUCTION REQUIREMENTS COST varies +1 enhancement bonus 2,000 GP +2 enhancement bonus 8,000 GP +3 enhancement bonus 18,000 GP +4 enhancement bonus 32,000 GP +5 enhancement bonus 50,000 GP Craft Magic Arms and Armor, Craft Wondrous Item, creator’s caster level must be at least three times the horseshoes’ bonus, plus any requirements of the melee weapon special abilities


HORSESHOES OF GLORY

39,600 GP AURA moderate abjuration and transmutation CL 11th WEIGHT 12 lbs.
These massive horseshoes sport deadly spikes that jut from their front. Once per day on command, the rider of a mount wearing these shoes can choose to either increase the mount’s size by one size increment (maximum Huge), or change its type to magical beast, as beast shape IV. In addition, while the mount is augmented in either of these two ways, it gains DR/5 chaos, evil, good, or law (selected by the rider). These horseshoes are part of a set and require all four to be worn by the same animal to properly function.
CONSTRUCTION REQUIREMENTS COST 19,800 GP Craft Wondrous Item, beastshape IV, protection from chaos/ evil/good/law


HORSESHOES OF MIST

27,000 GP AURA faint transmutation CL 5th WEIGHT 12 lbs.
When a horse is shod with these horseshoes, they give off a puff of mist each time a hoof strikes the earth. On the rider’s command, the mount and the rider are both affected as if subject to a gaseous form spell. If for some reason the rider and the mount become separated from one another while in gaseous form, the effect automatically ends for both. The horseshoes can be used for 10 minutes per day. The duration need not be consecutive, but it must be spent in 1-minute increments.
CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, gaseous form


HORSESHOES OF SPEED

3,000 GP AURA faint transmutation CL 3rd WEIGHT 12 lbs.
When affixed to an animal’s hooves, these iron horseshoes increase the animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, haste


JAUNT BOOTS

7,200 GP AURA faint transmutation CL 3rd WEIGHT 2 lbs.
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, as a move action, the wearer can move up to 15 feet (or her movement speed if it’s less than 15 feet). This movement does not provoke attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 3,600 GP Craft Wondrous Item,


NIGHTMARE BOOTS

8,500 GP AURA moderate evocation and transmutation CL 6th WEIGHT 3 lbs.
Prized by evil warriors, these boots are made of inky black leather trimmed with a crimson mane of fiendish horsehair. Some bear the hair of actual nightmares along their rims, causing them to occasionally flare and crackle with flames reminiscent of the foul equines. When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC saving throw halves the damage.
CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, burning hands, pyrotechnics


NIGHTMARE HORSESHOES

9,000 GP AURA moderate conjuration and transmutation CL 7th WEIGHT 12 lbs.
These horseshoes are made of blackened steel and are typically stamped with infernal symbols or, less subtly, horrific images of terrified and tortured steeds of the darkest hues. They typically give off a slight smell of brimstone, as though they had been crafted in some hellish forge. On command, the mount’s rider may grant it the smoke supernatural ability (Bestiary 216). The horseshoes can be used for 10 rounds per day, split up as the mount’s rider chooses (minimum 1 round per use). While this power is activated, the mount’s eyes, hooves, mane, and tail burst into flame, and its hooves deal an extra 1d4 points of fire damage.
CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, burning hands, obscuring mist, stinking cloud


QUICKSILVER BOOTS

Price (Item Level): 3,500 gp (8th) Body Slot: Feet Caster Level: 5th Aura: Faint; (DC 17) illusion Activation: Swift (command) Weight: —
The tops of these leather boots are folded over to make cuffs, revealing the arcane symbols that are woven with golden thread into the boots’ lining. Quicksilver boots give you the ability to flash across the battlefield with a moment’s impulse.
When you activate these boots, you can move a distance up to your land speed (as if using a move action to do so). This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground). You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks. This ability functions two times per day.
Prerequisites: Craft Wondrous Item, blur, expeditious retreat. Cost to Create: 1,750 gp, 140 XP, 4


RIDING BOOTS

Price (Item Level): 12,000 gp (13th) Body Slot: Feet Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: — Weight: 2 lb.
These calf-high boots are made of smooth, supple leather and have pointed toes. They are unadorned except for a pair of shining, silver spurs that seem to leave a tracery of light behind them.
Riding boots react to your mount and correct it when necessary, almost without your guidance. While mounted, you gain a +5 competence bonus on Ride checks made during combat, plus the benefit of the Ride-By Attack feat, even if you lack the prerequisites for it. In addition, if you have the Spirited Charge feat, any charge attacks you make while mounted and wielding a lance deal ×4 damage on a criti- cal hit (instead of the normal ×3).
Prerequisites: Craft Wondrous Item, Ride-By Attack, cat’s grace. Cost to Create: 6,000 gp, 480 XP, 12 days.


ROCK BOOTS

Price (Item Level): 2,000 gp (6th) Body Slot: Feet Caster Level: 11th Aura: Moderate; (DC 20) conjuration Activation: — and free (command) Weight: 1 lb.
Made from heavy leather, these boots have solid iron plating along the toes and ankles. A smoky crystal shard is set into the back of each boot, a few inches above the heel. Rock boots feel rigid, though they do not significantly impede movement. They grant you a +4 bonus on CMD made to resist being bull rushed or tripped when standing on the ground. This is a continuous effect and requires no activation.
When activated, rock boots allow you to ignore any additional movement costs for moving over difficult terrain for 1 round. This effect functions five times per day.
Prerequisites: Bind Elemental (ECS 51) or Craft Wondrous Item, planar binding. Cost to Create: 1,000 gp, 80 XP, 2 days.    


Sandals of Quick Reaction

4,000 GP AURA faint transmutation CL 4th WEIGHT 1 lb.
These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, anticipate peril (Ultimate Magic), haste


SANDALS OF THE LIGHTEST STEP

5,000 GP AURA moderate transmutation CL 7th WEIGHT 1/2 lb.
These soft leather sandals have soles that consist of a layer of purple velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. In any round when the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount or vehicle), these boots can be activated as a swift action to give the wearer the ability to walk on air (as the air walk spell) until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used up to 5 times per day, but no more often than once per minute.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, air walk  


Sandals of Springing

Price (Item Level): 10,000 gp (12th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb.
The laces of these well-made sandals are bound at the calf by a silver clasp inset with a large, smooth, hemispherical blue crystal. Sandals of springing grant you a +10 enhancement bonus on Jump checks.
Prerequisites: Craft Wondrous Item, jump or mighty spring (CP 93). Cost to Create: 5,000 gp, 400 XP, 10 days.


Sandals of Sprinting

Price (Item Level): 2,300 gp (6th) Body Slot: Feet Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1/2 lb.
These lightweight sandals are soled with tanned cheetah hide, and the straps are made of dried, braided sinew.
When you activate sandals of sprinting, you gain a +30-foot enhancement bonus to your land speed (to a maximum of twice your normal speed) until the start of your next turn. This ability functions three times per day.    


SHOES OF LIGHTNING LEAPING

10,500 GP AURA moderate transmutation CL 6th WEIGHT 1 lb.
These short black shoes fit tightly around the wearer’s feet and bear designs of leaping arcs of lightning and wild winds. Once per day on command, a creature wearing these boots can transform into lightning and move up to 50 feet in a straight line, re-materializing at the far end of the lightning bolt. Creatures in the path of the lightning take 6d6 points of electricity damage and objects take damage as per the lightning bolt spell. If the lightning strikes an object or barrier and fails to burst through it, the creature wearing the boots appears next to the impacted object and is staggered for 1 round. Movement while in lightning form does not provoke attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 5,250 GP Craft Wondrous Item, expeditious retreat, lightning bolt


SHOES OF THE FIREWALKER

21,000 GP AURA moderate evocation CL 6th WEIGHT 1 lb.
These low-cut shoes of polished red leather feature golden eyelets and stitching in a fiery pattern. They grant the wearer fire resistance 10 and allow the wearer to walk atop lava and magma as if subject to the water walk spell.
CONSTRUCTION REQUIREMENTS COST 10,500 GP Craft Wondrous Item, resist energy, water walk

SLIPPERS OF CLOUDWALKING

4,400 GP AURA moderate transmutation CL 11th WEIGHT 1 lb.
The wearer of these slippers may walk on air (as the spell air walk) for up to 10 minutes per day, which may be used in 1-minute increments and requires no action to activate. However, she may only walk on air within or on top of natural or magical mist or fog, including fog-like gases such as those created by acid fog, cloudkill, incendiary cloud, or stinking cloud. Walking on top of such clouds carries no danger for the wearer, but walking through the cloud has its normal effect.
CONSTRUCTION REQUIREMENTS COST 2,200 GP Craft Wondrous Item, wind walk


SLIPPERS OF SPIDER CLIMBING

4,800 GP AURA faint transmutation CL 4th WEIGHT 1/2 lb.
When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
CONSTRUCTION REQUIREMENTS COST 2,400 GP Craft Wondrous Item, spider climb

SLIPPERS OF THE TRITON

56,000 GP AURA moderate abjuration CL 7th WEIGHT 1 lb.
These slippers allow the wearer to breathe water. Additionally, if the wearer has no swim speed, she gains a 30 foot swim speed. If the wearer has a swim speed, she gains a +10 foot enhancement bonus to her swim speed.
CONSTRUCTION REQUIREMENTS COST 28,000 GP Craft Wondrous Item, ride the waves (Ultimate Magic)


TREMOR BOOTS

10,000 GP AURA faint divination CL 5th WEIGHT 1 lb.
These brown leather boots have a reinforced toe of steel with grooves along the soles, crafted to help the wearer pick up vibrations from the surrounding environment. These boots grant the wearer tremorsense 5 feet as long as he is standing on solid ground.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, see invisibility


SKIRMISHER BOOTS

Price (Item Level): 3,200 gp (8th) Body Slot: Feet Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — and swift (command)
Weight: 1 lb.Scouts (CAd 10) prize skirmisher boots, but any character can use them to increase combat prowess in a mobile battle. You gain a +2 bonus on damage rolls when you make a skirmish attack. This is a con- tinuous effect and requires no activation. A character without the skirmish class feature does not gain this benefit.
In addition, you can activate skirmisher boots to make a single extra melee or ranged attack using your full base attack bonus. You can only activate this ability if you have already moved at least 10 feet from the space where you started your turn. Movement while mounted does not allow you to activate the boots. This benefit does not require the skirmish class feature and can be activated two times per day.
Prerequisites: Craft Wondrous Item, haste. Cost to Create: 1,600 gp, 128 XP, 4 days.  


STEADFAST BOOTS

Price (Item Level): 1,400 gp (5th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb.
These thick, heavy boots are reinforced with iron along the sole. Steadfast boots help keep you on your feet. You gain a +4 bonus on checks made to avoid being bull rushed, overrun, or tripped.
Furthermore, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you (and thus it deals double damage if your attack is success- ful), even if the weapon can’t normally be set against a charge.
Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 700 gp, 56 XP, 2 days      


VERDANT BOOTS

12,000 GP AURA faint transmutation CL 5th WEIGHT 2 lbs. The wearer of these boots can, on command three times per day, cause her current square to sprout a thick canopy of fruit-bearing or otherwise edible plants. These plants count as difficult terrain and grant cover to any Medium or smaller creature within the square. They also provide enough food to sustain two Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, plant growth


WINGED BOOTS

16,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). The wearer can fly three times per day for up to 5 minutes per flight.
CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Wondrous Item, fly

Comments

Please Login in order to comment!