Zelda Imports 4: These Boots Were Made For Zelda (Actually Link)

No adventurer should be without boots, and there are a lot of really cool enchanted ones out there.

For this edition of Zelda Imports, we’re taking a look at the various footwear used by your friend and mine, Link.

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New Wondrous Item: Pegasus boots

Wrought from finely worked leather and shining polished mithral, these light and comfortable high-top boots feature a feathered wing motif. When wearing them you feel swift and powerful, but also incredibly light on your feet.

Pegasus boots grant the wearer +10ft move speed. They also enable the wearer to make powerful dash attacks.

When charging, you may choose 1 of the following feats which apply for a single melee attack made during your charge; Awesome Blow, Improved Bull Rush, Stunning Fist.

Alternatively, you may choose to bash into (and break) objects like walls or trees. This is resolved normally, except that Pegasus boots grant you a +4 on any relevant Strength or Strength-based skill checks. Should you smash into an object being climbed by another creature (say, a tree) the climbing creature must Climb check DC: 20 or be knocked out of the tree. DMs may also rule that this attack can knock things out of trees or similar objects.

Pegasusboots

Cost: 7,500gp; Moderate Abjuration; CL 10, Craft Wondrous Items, Power Attack, expeditious retreat*

*either the Power Attack feat component or the expeditious retreat spell component can be replaced with Pegasus seeds when crafting Pegasus boots.


New Wondrous Item: Pegasus seeds

NOTE: I realize it’s not a pair of boots. But it’s related to a pair of boots, so I mentioned it here.

319px-FS_Pegasus_Seed_Artwork

These light green seed pods are roughly wing-shaped. When dropped, they tumble and spiral through the air in a whimsical way. Virtually weightless, a strong breeze might easily blow them away.

Pegasus seeds are actually the seed pods of the Pegasus Tree, a peculiar variety of naturally magical plant. Locating one of these rare trees (where they even can be found) requires a Survival check DC 25. Pegasus Trees only produce seeds during autumn; harvesting them requires a DC 12 Survival check (DC 10 to collect them from the ground). Because of their naturally magical nature, Pegasus seeds can have a variety of effects.

  • when collected from the ground, Pegasus seeds held in your hand double your move speed. After 1d4 hours of use, their magic is drained away and the seeds die.
  • when collected from the branches of a Pegasus Tree, Pegasus seeds may be used as substitutes for certain components in the creation of Pegasus boots. See above.

Cost: 250gp (or more); Faint Transmutation

Weight: N/A (100 of them weighs 1lb.)


New Wondrous Item: Hover Boots

Hover_Boots

Strikingly similar to Pegasus boots, hover boots feature a winged motif at the heels, rather than the top of the boot. They also differ in that their metal portions are a bright, brassy golden color as well as silver. You notice that they never actually touch the ground; they hover a few fractions of an inch above it.

These enchanted footwear provide the same benefits as horseshoes of a zephyr, except as follows: you need not remain above a roughly even surface for hover boots to function; hover boots allow you to safely span pits, quicksand, weak floors, pressure plates, water hazards and the like safely. However, the hover boots can only briefly hold you aloft over such a hazard for a few steps; attempting to travel farther than 10ft in this way causes you to fall.

Because hover boots never actually touch the ground, they are able to easily slide with minimal effort. The result is identical to walking across an icy or very slick surface. This means that you can easily be pushed along by a breeze of moderate strength, and that some movement-related skill checks may become more difficult.

Cost: 6,000gp; Faint transmutation; CL 3rd; Craft Wondrous Item, levitate

Weight 4 lbs.


New Mundane Gear Item: Iron Boots

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This bulky set of footwear are made mostly of thick layers of steel. They are incredibly heavy; wearing them makes you feel almost immovable.

Because of their great weight, iron boots have certain characteristics.

  • wearing iron boots reduces your speed by 50% and makes running or sprinting impossible.
  • iron boots cause you to sink rapidly (50ft/round) in water or similar substances, making Swim checks impossible.
  • +4 equipment bonus on any check made to oppose being forcibly moved

Cost: 50gp

Weight: 50lbs


New Wondrous Item: Red Boots

These fine hiking boots of bright crimson shine with a polished finish.

Red boots allow the wearer to utilize the effects of the spell water walk up to 3x/day

Cost: 7, 500gp; Moderate Transmutation; CL 9th; Craft Wondrous Item, water walk

Weight: 1lb.


New Wondrous Item: Golden Boots

Though made of simple leather, these fine hiking boots shine with a golden hue. They feature buckles and toggles of brass so highly polished that they almost look golden.

While wearing golden boots, all starting attitudes towards you improve by 1 step. Those who are already familiar with you are not affected.

Additionally, you receive a +2 enhancement bonus to all Charisma-based checks and a +2 to the save DC of any spell cast by way of Charisma score (as opposed to Intelligence or Wisdom).

Cost: 15,000gp; Moderate Enchantment; CL 7, Craft Wondrous Item, eagle’s splendor, charm person

Weight: 2lbs


New Mundane Gear Item: Kokiri Boots

OoT3D_Kokiri_Boots_Render

These simple leather hiking boots of elven manufacture are soft and light, yet rugged and durable.

Kokiri boots are of sufficient quality in both materials and workmanship to be considered masterwork. They grant the wearer a +1 equipment bonus on any Fortitude save against fatigue or other foot-endurance-based deleterious effect due to overland travel.

Cost: 50gp

Weight: 1lb


New Wondrous Item: Winged Boots

Linkle_Boots_-_HW

These thigh-high, expertly etched leather boots feature a polished steel toe and blazing orange-gold wings. Of apparent elven manufacture, they seem to have been designed to function comfortably as both riding and hiking boot.

In addition to functioning as +1 gauntletswinged boots possess other powers, described below.

  • wearer gains +4 enhancement bonus on Jump checks
  • 1x/day, wearer may fly up to 5ft (1 square) between kick attacks with a full-round action; this ability only functions if all of the wearer’s attacks are kicks
  • 1x/day, wearer may summon 1d4 cuccos (see below) as if with summon monster. They serve the wearer for 1 hour or until slain, whichever comes first. Cuccos obey the wearer’s spoken commands, within the capacity of their limited Intelligence.

Weight: 3lbs


New Animal: Cucco

cucco_attack_by_souldreamx-d6j71wp

Size/Type: Tiny Animal
Hit Dice: 1d8+3 (7hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 14 (+2 size, +2 Dexterity), touch 14, flat-footed 12
Base Attack/Grapple: +0/–13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Rage, Summon Cucco
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Strength: 1, Dexterity: 15 (+2), Constitution 10, Intelligence 2, Wisdom 14, Charisma 6
Skills: Listen +5, Spot +7
Feats: Alertness, Toughness
Environment: Domesticated farms and urban areas
Organization: Solitary or flock (3d6) or swarm (5d10)
Challenge Rating: 1/6
Treasure: N/A
Alignment: Always neutral
Advancement: N/A
Level Adjustment: N/A

This breed of domesticated chicken is difficult to distinguish from it’s normal peers until harassed. Cuccos are known for their frighteningly aggressive counter-attacks.

These stats represent a single cucco. Those who choose to stand and fight against them may find themselves confronted by a swarm. (Big thanks to Admiral Squish over on Giant In The Playground, who made the swarm stats)

Rage (Su): whenever a cucco witnesses another cucco being killed or harmed, it flies into a blind murderous rage, as the spell, CL 5. A cucco’s rage can only be ended by death or the absence of any creature other than a cucco; otherwise, it goes on raging and attacking all living things until the end of the effect.

Summon Cucco (Su): there is a 1-in-6 chance each round that a distressed cucco uses this ability, which functions exactly like summon monster I, except that the only possible result is 1d4+1 cuccos. Cuccos that have summoned cuccos, or who have been summoned, cannot summon other cuccos for 24 hours.


That’s all for this time, folks. Be sure to reach out, comment and let me know how I did! How would you have done it?

Feel free to take these stats and run with them. Change them, alter them, modify them as you see fit if you like. Whatever you do, enjoy!

-L. Doderman (that’s some nice foot-sheaths, ain’t it?)

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