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Showing posts with label footwear. Show all posts
Showing posts with label footwear. Show all posts

Wednesday, December 30, 2009

Pathless Treads

The Pathless Treads are a pair of light-weight calf-length boots made from rather nondescript, dull red leather. Their only distinguishing feature is a bit of fancy fringe along the top of the boot. The interior of the boots is lined with dense gray fur of some supernatural beast, making them warmer than one would think. The Treads radiate Great alteration magic and a Great test of divination magic will reveal their enchantment.

The Treads have the following magical characteristics:
  • The boots magically adjust to fit the wearer and serve as warm and tough footwear in any weather or terrain.
  • The wearer gains a Good bonus to endurance when traveling on foot.
  • Attempts to follow the wearer via tracking or divination suffer a Good penalty.
  • Thrice per day the wearer can walk across any surface as if it were a broad and stable path across solid ground. This power operates irregardless of the surface's orientation or strength. The wearer could, for example, walk across a pool of water, cross a great chasm on a thread, run up the side of a building, or run across the sky by stepping from snowflake to snowflake during a winter storm. Each invocation of this power lasts up to thirty minutes.

Thursday, November 19, 2009

Stonetoe, Stormfist and Ramwall

Today's post features a collection of armor pieces. I'm feeling lazy, so short and sweet:

Stonetoe
A pair of heavy leather boots reinforced with metal plates and fitted with heavy hobnails. Stonetoe radiates Good evocation magic. They grant their wearer Superb stability when walking on any natural stone or earth surface, making it impossible to knock them off their feet. Thrice per day the wearer can stomp their foot to cause a tremor in the earth. Anyone within 30 feet is knocked prone (Great reflex check to avoid).
 
Stormfist
These light-weight gauntlets are fashioned from the skins of electric eels covered with the tiny neck scales of a blue dragon. They radiate Great elemental and protection magic. Stormfist's wearer gains Great resistance to all forms of electrical attack. Five times per day they can add Fair electrical damage to any normal melee attack they carry out with a metal weapon.

Ramwall
Ramwall is a thick oak shield covered with the shaggy hide of a mountain goat and decorated with a pair of matching horns. It radiates Great protection and alteration magic. It provides Great protection from physical attack. Three times per day the wielder can hold the shield before them and charge forward along a 30 foot path, inflicting Good damage on anyone they strike and knocking them back or to the side 10 feet.

Tuesday, August 4, 2009

Shadowfoot

This item consists of a pair of dove-gray slipper-like shoes made from the finest velvet and soled and trimmed with soft black leather. A narrow strap adorned with a plain silver buckle secures the shoes in place, and a delicate pattern of silver beads across the toe provides a bit of decoration. Shadowfoot radiates Great alteration and illusion magic, and a Good test of divination magic will reveal the item's powers:
  • Shadowfoot will adjust to fit any humanoid wearer from the tiniest faerie to the largest giant.
  • Shadowfoot provides the wearer with a Good bonus to their hide attempts, so long as they are at least partially obscured by something's shadow.
  • When shadows are present the shoes allow the wearer to alter their appearance, taking on the aspect of the shadows and whatever is casting it. Hiding under a tree might allow them to appear as a shadowed branch, while hiding in a torch-lit bar would allow them to take the shape of a cask of ale or a part of the stone pillar. This power provides a Superb bonus to hiding and can be invoked thrice per day, lasting ten rounds per invocation.
  • The wearer can walk through shadow, instantly transporting themselves from one location to another with a full round of concentration. To invoke this power the wearer must stand within a shadow and concentrate for one round, at which time they will vanish and reappear at their chosen destination. The destination must be connected to their starting location by an unbroken area of shadow, and be visible to the wearer when this power is invoked. Once transported the wearer must take a round of action to reorient themselves to their new location. This power can be invoked as often as desired.

Thursday, June 18, 2009

Slitherfoot

This item consists of a pair of light-weight sandals. The sandal uppers are made from narrow strips of mottled black and gold leather from some reptilian source. These strips enclose the front of the foot, while a narrow band secures the sandal around the wearer's ankle. The soles are cut from a heavy, black-dyed leather with a bumpy, pebbled surface. The toe of each sandal is decorated with the skull of a tiny serpent's head, carefully polished and sewn to the leather.

Slitherfoot radiates Good alteration and protective magic if examined for magical properties. A Good test of divination will reveal the sandals powers and abilities:
  • The sandals magically conform to the feet of the wearer, providing a perfect, comfortable fit to any humanoid up to ogre-sized. They maintain the wearer's feet at a comfortable temperature no matter the weather conditions. Walking through deep snow or burning desert sand feels like a stroll across a cool meadow.
  • The wearer leaves little trail when passing through wilderness areas (Good obscurement). Those marks that are left behind appear to be the trail of a lizard or serpent.
  • The wearer can sense changes in temperature, much like a pit viper. This ability has a 60 foot range.
  • Thrice per day the wearer can transform their legs into two scaled, snake-like appendages, 15 feet long. These appendages grant a Great bonus to climbing anywhere they can be wrapped around the object being climbed (trees for example). They also allow a Good constriction attack versus foes. The scaly skin on these appendages provides Good resistance to physical attack. This ability lasts ten rounds when invoked.