D20 Mechanic: Accessories
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There will probably need to be some explanatory text here at some point; but for now, this will do.
Feet Slot
Description of things that can go here, etc.
Table
There will be a table of these here eventually.
Item Descriptions
Descriptions of items that can occupy your feet slot.
ANKLETS OF OPPORTUNITY
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When your foe is distracted by an ally, these glittering anklets quicken your step. |
Accessory Slot: Feet |
Rarity: Uncommon |
PROPERTY |
You gain an enhancement bonus to your Reflex equal to your attunement bonus. |
POWERS |
Power (Encounter): As a free action, when you are flanking a creature, you can take a 5-foot step. This ability does not count against your limit of one 5-foot step per turn. |
ASSASSIN'S SLIPPERS
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You are able to press your advantage from several angles while wearing these black chamois slippers. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You can treat any square adjacent to you as the square you occupy for purposes of flanking creatures. |
ASSAULT BOOTS
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These mail boots trip up a foe when you strike a grievous blow. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
When you confirm a critical hit with a melee weapon, all targets of that attack are knocked prone. |
BACKTRACK BINDINGS
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This airy footwear carries you out of whatever trouble you’ve gotten yourself into. |
Accessory Slot: Feet |
Rarity: Uncommon |
PROPERTY |
You gain an enhancement bonus to your Reflex equal to your attunement bonus. |
POWERS |
Power (Encounter): As a swift action, at the end of your turn, you can teleport to the square you began this turn in if it is within 60 feet. |
BOOTS OF ADEPT CHARGING
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Rushing in is less dangerous in these studded leather boots. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You can shift 5 feet at the end of any turn in which you charged. |
BOOTS OF EQUILIBRIUM
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The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You can move normally on slippery surfaces, such as ice or grease, that would require a Balance check to avoid falling prone. |
BOOTS OF FREE MOVEMENT
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You deftly avoid entanglement in these well-crafted boots. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You gain an enhancement bonus on any saving throw made against effects that apply the slow or immobilize conditions equal to your attunement bonus. |
POWERS |
Power (Encounter): As a non-action, you can make a saving throw against an effect that caused slow or immobilize that end with a saving throw. |
BOOTS OF SPEED
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These durable boots are designed to take you farther, faster. |
Accessory Slot: Feet |
Rarity: Common |
POWERS |
Power (Encounter): As a swift action, you gain a move action. |
BOOTS OF STRIDING
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Strong, sturdy leather boots reinforced with iron. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You gain an enhancement bonus to your land movement speed equal to 5 per point of your attunement bonus. |
BUTTERFLY SANDALS
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These comfortable leather sandals make you more adept while airborne. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
Increase your existing fly speed by 10 feet. If you do not have a fly speed, this property has no effect. |
CAT TABI
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This silky black footgear gives you catlike reflexes when jumping or falling. |
Accessory Slot: Feet |
Rarity: Uncommon |
PROPERTY |
You gain an enhancement bonus on Jump checks equal to your attunement bonus. |
Whenever you take falling damage, you instead take half damage. |
Whenever you fall, you always land on your feet. |
POWERS |
Power (Encounter): As a reaction to falling more than 10 feet, you take no damage from a fall and do not land prone. |
DEFIANT BOOTS
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These sturdy iron boots grip the ground when you are moved against your will. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
Whenever you are subject to forced movement, reduce that movement by 10 feet. |
EARTHREAVER STOMPERS
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These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp. |
Accessory Slot: Feet |
Rarity: Uncommon |
PROPERTY |
You gain tremorsense 20 feet. |
POWERS |
Power (Encounter): As a standard action, you can stomp the ground. Make a melee touch attack against all creatures within 10 feet; if you hit, that creature takes potency 1 earth damage and is knocked prone. |
FLOORFIGHTER STRAPS
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Scuffed and worn, these rawhide bands keep you dangerous even when on the ground. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
While you are prone, creatures do not gain a +4 bonus to hit you with melee weapons, and you can take 5-foot steps normally. |
When you stand up from prone, you can take a 5-foot step as part of that action. This ability does not count against your limit of one 5-foot step per turn. |
LIGHTSTEP SLIPPERS
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These doeskin coverings cushion your step. |
Accessory Slot: Feet |
Rarity: Uncommon |
PROPERTY |
You gain an enhancement bonus to Move Silently checks equal to your level. |
You do not activate traps or hazards triggered by stepping into a particular square. |
You cannot be detected by tremorsense. |
SUREFOOT BOOTS
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Attached snugly by rows of shiny buckles, these boots help keep your footing. |
Accessory Slot: Feet |
Rarity: Common |
PROPERTY |
You gain an enhancement bonus to Tumble checks equal to your level. |
POWERS |
Power (Encounter): As a reaction to being knocked prone, you can stand up without provoking attacks of opportunity. |