XP 2500
GP 20000
The wearer of these magical boats has a
base movement rate of 12”. regardless of size or weight. This speed can be
maintained tirelessly for up to 12 hours per day, but thereofter the boots no
longer function for 12 hours - assume they “recharge” for that period. In
addition to the striding factor, these boots also have a springing factor.
While “normal” paces for the individual wearing this type of footgear are
3’ long, the boots also enable forward iumps of up to 30’, backward leaps
of 9’, and vertical springs of 15’. If circumstances permit the use of such
movement in combat, the wearer can effectively strike and spring away
when he or she has the initiative during a melee round. However, such
activity has a degree of danger, and there is a base 20% chance that the
wearer of the boots will stumble and be stunned on the following round;
adjust the 20% chance downwards by 3% for each point of dexterity above
12 of the wearer, i.e. 17% at 13 dexterity, 14% at 14, 11% at 15, 8% at 16,
5% at 17, and but 2% at 18 dexterity. In any event, the wearer increases
armor class value by + 1 due to the quickness of movement these boots
imbue, so armor class 2 becomes 1, armor class 1 becomes 0, etc.