Parent Pages: Rules : Magic Items

Ash-Walker

Ash-Walker is a pair of heavy, leather boots, suitable for hiking or heavy work.

History

Within Ash-Walker lies the soul of an ancient criminal investigator. He does not remember his name, who he was or even how he ended up in the boots.

He was a member of the Crusaders of Light and his story is available on that page.

Campaign Use

These boots, along with the other artifacts that belonged to the Crusaders of Light, are intended for the final conflict between the PCs and the Black Crown. Ash-Walker will serve an important role in bypassing some of the Black Crown's protective measures.

This pair of boots should be encountered in a combat situation, fighting a group of monsters.

Powers

  • The boots are intelligent and quite experienced in matters of stealth and catching thieves. They can speak Common with an antiquated accent (they say “thee” and “thou” quite a bit) and will offer advice on various matters. They can be contacted by telepathy or the like.
  • The boots can walk and fight on their own.
    • Attributes: ST 12, DX 16, IQ 13, HT 14, Per 18, Will 20, Basic Speed 7.5, Move 8, Dodge 12.
    • Advantages: Combat Reflexes.
    • Disadvantages: Stubbornness.
    • Skills: Karate-18, Kicking-18, Stealth-20 and Invisibility Art-14. They know a large variety of thief/spy skills at 16 for DX-based skills and 13 for IQ-based skills, but are unable to use most of them due to a lack of arms.
    • They do 1d+5 crushing damage on their own.
  • Either the wearer or the boots themselves can attack with a magical +2 bonus to hit and damage. In addition, they have a Burning Follow-Up attack that does 2 damage.
  • If the wearer allows, the boots can walk for their user. Until the user is used to this arrangement, they'll fight at a -2 penalty. Practicing by sparring with someone would be enough to remove this penalty.
  • The wearer is capable of flying at Move 16 by producing a controlled burst of flame from the heels. They cannot do this on their own.
  • The wearer is immune to the effects of heat and fire for as long as they wear them.
  • The boots are indestructible.
  • They cannot be separated by more than a 10 foot distance, as through they were joined by an invisible, intangible, indestructible cord.
  • They'll automatically adjust themselves to fit anyone that attempts to puts them on, resizing for anyone between SM-4 to SM+2.

Curses

  • Unless the user has shown themselves to be quite capable, they'll refuse to be worn, offering to watch their back instead.
  • The boots are very stubborn, often insisting that it's ideas are better than the wearer's. They've been on their own for so many years, they find it difficult to get along with others.
  • If someone wears them in their sleep, the boots are likely to wander off with them, as they don't like just hanging about without doing something.

Suggested Means of Destruction

  • Plunging the boots into the center of the Elemental Plane of Water will turn them into an ordinary pair of boots. It has to be within one mile of the plane's center (where ever that is).
  • For the campaign, the boots will sacrifice themselves to help the PCs get past a serious obstacle in their path.
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