It’s Boot Week here at Necromancers of the Northwest, to celebrate the release of our latest and greatest book in the Ebon Vault series: The Ebon Vault: Fantastic Footgear. Rather than bog us down in all the exciting and awesome details, however, I’ll let you take a look at the book yourself, tomorrow, when Magic Market will be showing you some of the best that the book has to offer. In the meantime, we’re celebrating with a whole week of footgear-related content, and these feats are no exception.
You are better able to keep up the pace over long distances.
Benefit: You can walk for up to 12 hours each day before you are considered to be making a forced march, and gain a +4 bonus on all Constitution checks made to resist the effects of a forced march. Further, whenever you would suffer nonlethal damage as a result of hustling for more than 1 hour between sleep cycles, you may make a Constitution check (DC 10 +1 per previous check) to negate that damage. Finally, you can run for twice as long (a number of rounds equal to twice your Constitution score) before you need to make Constitution checks in order to continue running, and you gain a +4 bonus on such checks.
You know how to step lightly, granting a variety of benefits.
Benefit: You gain a +4 bonus on Stealth checks as long as the only way for the target to detect you is by sound (such as if he is blind, or there is a wall between you that prevents him from seeing you, etc). Additionally, you gain a +2 dodge bonus to AC against attacks made by traps, and a +2 bonus on Reflex saves made to resist the effects of traps. Finally, the DC to follow tracks you make or find your footprints is increased by +5.
You are very talented at keeping yourself covered as you run away.
Benefit: Whenever you use the run action, the square that you start out in is not considered threatened by any opponent you can see, as though you had taken the withdraw action. Additionally, you can make a partial withdraw action. This is a standard action that functions identically to the withdraw action, except that you can only move up to your speed.
Whether due to a mastery of magical auras or simply unusually magic-resonant feet, you are able to make mismatched magic shoes function normally.
Benefit: You need only wear one boot, sandal, shoe, slipper, or other piece of magic footgear in order to gain the normal benefits that would be granted by a pair. This effectively grants you another foot slot, as you can wear one boot, sandal, shoe, etc., from each of two different pairs. This functions only for items that occupy the feet slot, and only if they are designed to come in pairs (a horse with this feat could not, for example, wear four different kinds of magic horseshoes effectively).
You can run extremely fast, though not for very long.
Benefit: As a full-round action, you can sprint, moving up to ten times your normal speed (if wearing light or no armor and carrying no more than a light load), or eight times your speed (if wearing medium armor or carrying a medium load), or six times your speed (if wearing heavy armor or carrying a heavy load). As when using the run action, this movement must be in a straight line. If you attempt to sprint in the following round, you must succeed on a Constitution check (DC 15 + the number of consecutive rounds that you have been sprinting beyond the first). If you fail this check, you must stop sprinting, and are exhausted for 1 round. Whether you stop sprinting voluntarily or otherwise, on the first round that you stop sprinting, you become fatigued for a number of rounds equal to three times the number of rounds that you were sprinting.