Goblin Army Boots
Goblin Army Boots is D&D 3.5 equipment from MMM. Cost 53 gp; Weight 50 lb.
Quick answers
How much does Goblin Army Boots cost?
Goblin Army Boots costs 53 gp.
How much does Goblin Army Boots weigh?
Goblin Army Boots weighs 50 lb..
Which source covers Goblin Army Boots?
Goblin Army Boots is covered in More Magic and Mayhem (MMM).
- Kind
- good
- Category
- technological device
- Cost
- 53 gp
- Weight
- 50 lb.
Description: Those who admire the ingenuity of the goblins thought that they'd outdone themselves with the goblin army knife. No way could they top that, they said. The tinkers of Ratchet set out to prove them wrong, surprising all with a piece of gear no one expected: shoes. Goblin army boots are made from sturdy leather and are strapped up to the knee. The thick heels add 6 inches to the height of anyone wearing a pair. Contained within the heel are several devices that aid in moving through thick brush and difficult terrain. This multipurpose footwear is watertight and adjustable with several straps to fit the wearer's feet snugly. The laces can be used as 50 feet of strong spidersilk line. Operation: The wearer can direct the boot's many functions by manipulating a series of toe triggers with a DC 15 Use Technological Device check; failure means the desired function is not triggered. It takes 3 rounds to switch the boots from one mode to the next. The soles of the boots contain several options for negotiating terrain, not to mention sticky situations. Tightly coiled springs release from the heel, giving the wearer a +5 circumstance bonus on Jump checks as well as increasing his base land speed by 10 feet. Another mechanism allows stilts to unfold accordionlike from the heel, giving an additional 2 feet of height, although a DC 10 Balance check is required to stay upright each round. Using bellows at the heel, air bladders in each boot inflate to allow a wearer of Small or Medium size to cross a body of water without getting wet, provided they succeed on a DC 15 Balance check each round to stabilize and stay upright while walking on water. The boots even aid in combat situations: a dagger blade can extend from the toe of each boot to provide stopgap weapons. Using these blades, the wearer's kick attack deals an additional +1d4 points of damage. image of the tinker (or whatever the tinker had put on the lens) shoots into the room. The image needs something to reflect from, either a wall or a column of dust. The image doesn't move, but fools an attacker who fails a DC 20 Spot check. The downside to the image projector is the fact that it requires considerable set-up time: 8 rounds. This is not a tool that can be used during a surprise melee battle. Most tinkers have such devices permanently set in their workshops and other areas where they think danger could interfere with their everyday lives. The device requires a DC 25 Use Technological Device check to set up and a DC 10 Use Technological Device check to turn on. Fuel: The image projector uses 1 vial of phlogiston for every 2 hours it is in operation. HR 5; 10 hp; Size Small; Weight 50 lb.; MR 3; TS 2; Craft DC 22; Price 53 gp. Many-Hands Gloves