The fleet warrior’s array is a work of art, both in craftsmanship and magic. Apart, the items prove a great boon, but together they make their wearer as swift as the wind and just as elusive. The items in this set enable the elf warriors it was designed for to move exceptionally quickly, as well as to fight effectively under any conditions and in all types of terrain. While wearing this set, these warriors were almost impossible to capture or even slow down.
The fleet warrior’s array should appeal to virtually any character, though spellcasters get less benefit from bracers of blinding strike than adventurers who focus on weapon attacks. Rogues and other stealthy characters in particular should consider the fleet warrior’s array. Gaining an extra sneak attack while flanking can be critical, and the benefits to mobility provided by the array allow a rogue to focus less on skills such as Tumble and Escape Artist, and instead invest in other useful skills.
Characters who have ranks in Knowledge (arcana), or who have the bardic knowledge ability, can research the fleet warrior’s array to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.
DC 15: The fleet warrior’s array was created by an elf kingdom for a legion of warriors chosen for their speed and endurance. Called the Green Runners, these warriors received special training that built upon their talents. They were noted for tirelessly running long distances and for acting as expert scouts and commandos. The Green Runners were the kingdom’s elite fighting force, and bands of Green Runners were occasionally sent to aid the kingdom’s allies.
The warriors received pieces of the fleet warrior’s array as an indication of rank. The highest-ranking members owned all three and were elevated out of the ranks of the legion to serve as an elite cadre of Green Runner guards for the royal family. Each of the elves in this group effectively held the rank of general and acted as an advisor to the king and queen, a position to which every Green Runner could aspire.
Tales of the Green Runners have traveled widely, and in many of the lands surrounding their former kingdom, elves and half-elves tell tales of their bravery and prowess. An elf or half-elf wearing an item from the fleet warrior’s array is often mistaken for one of the Green Runners by those who know the stories.
DC 20: When the elf kingdom was conquered by its enemies, the Green Runner generals went into hiding, taking with them the pregnant queen and the last hope of preserving the dynasty. They vanished into the depths of a huge and ancient forest, and efforts to locate their hideout proved futile.
When the Green Runners fled into the forest with the elf queen they split into many small groups to confuse their pursuers. The group that guarded the queen never rejoined the rest, and now the Green Runners who remain search for clues to what happened to their leader and her child. If the queen gave birth, the royal heir would now be an adult, perhaps ignorant of his or her heritage.
DC 25: Some say that the Green Runner generals were traitors to the elf kingdom, and they kidnapped the queen for some personal gain. Those who tell these tales blame the fall of the empire on the generals, because the king lacked his best fighters and advisors when the kingdom was attacked and was forced to divide his attention between two foes. That the Green Runners now seek the queen and her child there can be no doubt, but whether the Green Runners who seek them are the generals or those from the rank and file, none can say.
DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.
Parts of the fleet warrior’s array give their wearer the ability to dance in and out of melee with impunity, and wearing the whole set allows the wearer to instantaneously travel to a nearby location and take others along. When someone wears the entire set, the mithral parts of the items turn into glowing emeralds that briefly leave a trail of green light in the air as the wearer moves.
2 Pieces: You gain a +2 dodge bonus to AC against attacks of opportunity.
3 Pieces: You can use dimension door (CL 7th) as a standard (command) action once per day.
| Piece | Body Slot | Price (gp) | Item Level | Ability |
|---|---|---|---|---|
| Bracers of blinding strike | Arms | 5,000 | 9th | +2 initiative; 3/day extra attack with full attack |
| Sandals of the light step | Feet | 9,000 | 12th | +10 speed; pass without trace; not slowed by difficult terrain; 1/day water walk |
| Vest of free movement | Torso | 12,000 | 13th | 3/day freedom of movement for 3 rounds |
| Pieces Worn | Benefit | 2 pieces | +2 AC against attacks of opportunity | 3 pieces | Dimension door 1/day |
|---|
Price (Item Level): 5,000 gp (9th)
Body Slot: Arms
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: — and swift (command)
Weight: 1 lb.
This pair of elegant bracers is crafted from green leather with mithral tracery that looks like vines. Tiny, leaf-shaped plates of silver branch off the mithral to create a glimmering pattern.
These bracers grant you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
When you activate bracers of blinding strike, you can make one additional attack with any weapon you are holding, as long as you have already used the full attack action during the turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
This ability can be used three times per day.
Prerequisites: Craft Wondrous Item, haste, possession of a piece of the set.
Cost to Create: 2,500 gp, 200 XP, 5 days.
Price (Item Level): 9,000 gp (12th)
Body Slot: Feet
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: — and swift (mental)
Weight: 1 lb.
These exquisite sandals are made of mithral and green leather, and they bear intricate overlapping pieces of leather crafted to look like leaves.
Wearing a pair of sandals of the light step provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain. You also leave no tracks, as if affected by pass without trace.
When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. You can share this effect with up to five allies adjacent to you when you activate the sandals, though doing this reduces the overall duration accordingly. For example, if you share the effect with one other person, the duration is 30 minutes apiece; if you share it with 5 other people, the duration is 10 minutes apiece. This ability functions once per day.
Prerequisites: Craft Wondrous Item, longstrider, pass without trace, water walk, possession of a piece of the set.
Cost to Create: 4,500 gp, 360 XP, 9 days.
Price (Item Level): 12,000 gp (13th)
Body Slot: Torso
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: Swift (command)
Weight: —
This forest green vest is set with fine mithral studs. Whorls of silver thread create vinelike designs that crawl over its surface.
When activated, a vest of freedom grants you freedom of movement (as the spell) for 3 rounds. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, freedom of movement, possession of a piece of the set.
Cost to Create: 6,000 gp, 480 XP, 12 days.
Source: Magic Item Compendium, page 197.