Well I'm working on a post for Haila, hopefully it won't be a disappointment. I think it's flowing quite nicely, however, I haven't been added on the list of rp'ers in the game, so the best I can do is post it in a private message to Tann, until he gets me in the game. Hopefully my post will be up tonight, if he changes to let me post.
Come on Tann, give me my post, so I can post for you. During the week it's harder for me to find the time. I have about an hour in the morning and half an hour on my lunch while at work. Otherwise no real time. Mom is studying, I'm studying, so weekends are best for me. *shrugs* oh well I'll find the time. Work on it wherever I am.
Welcome Vesper I for one can't wait to see your first post as Kenji has been w/o a player for some time now.
Also here is the Information you asked for.
BOOTS(SANDALS) OF SPEED
These boots enable the wearer to run at the speed of a fast hors—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.
For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.
RING OF FREE ACTION
This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.
RING OF QUICK ACTION
Enables only fighters to gain Initiative at the start of any melee round regardless of any other factors. The ring can be used 2d10 times in this manner before it runs out of charges and becomes useless. To do so requires a mental command at the start of the melee round. Each use expands 1 charge.