This week, the RFI Staff discusses the role of a magic user in the
party, and it’s not just lobbing fireballs behind the rest of the
party. A caller from a galaxy far far away ask what is everyone’s
favorite monster. We take a look at a magic item worthy of Ned
Flander’s Leftorium, the Left Handed Dagger Boots. Also, The Lumpers
are back with episode two of “Spare Parts”. You’ll hear all this and
a whole lot more in this weeks issue of Roll For Initiative.
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Left Handed Dagger Boots
These mid-calf-high boots are suitable for either male or female
wearing, as they are magical they will adjust to an appropriate size
of the nearest non-evilly aligned left handed person.
They have a dagger hilt built into the outer side of the left boot.
This will hold a stiletto or normal dagger (a Dirk would be too
thick).
When the wearer of the boots is surprised from behind (for the
purposes of this item, Behind is defined as from 4 o’clock to 8
o’clock), they will automatically draw the dagger and attack the
surprising person/s, gaining the first strike.
This will be attacking at a +2 to hit (and +2 damage) if the dagger is
not originally magical, an addition +1 to hit and to damage if it is –
for the first strike only.
On a natural 19 or 20 will add an extra dice of maximum damage
(usually 5 or 6 HP, 4 for a normal dagger and the plusses) in addition
to another die of rolled damage (with said plusses).
The automatic attack does not discriminate from friend or foe, only
that they surprise the wearer. If the wearer of the boots notices mid
attack that their target is a friend (saving throw vs. Spell DMG:79),
they will deal half damage, unless they roll the natural 19 or 20,
where they will make two rolls of the damage die, and double the lower
of the two (although, still with plusses).
These boots were created to do good. If a poisoned dagger is sheathed
within these boots, or a weapon with evil alignment, they will become
ritually unclean, and must be Blessed in order to function again. If
this happens when someone is shod in them, they will clench tight,
lessening their movement rate to 3/4 normal rate, and they are unable
to run.
All magical abilities and bonuses will only be available for a
naturally left handed character. If a characters entire race is
ambidextrous, the bonuses will apply.
They are resistant to mold fungus and other damages that will occur
over time, and will keep the wearers feet dry and disease free in the
most putrid of waters.
If the wearer is about to perform an evil attack in which they attempt
to draw their dagger, the boots will not release the dagger and if a
saving throw vs. Spell is not met, the dagger’s handle breaks (magical
items receive a +1 for every +1 they possess).
XP value 12,500.
Lumpers Episode 2 “Spare Parts” 1:28:51.023
Outro 1:38:00.362
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