boots in the Adventurer's Vault

sirtayls

First Post
I got it the other day and have loved it - they really went outside the box on magic items. we flipped through it a number of times and love most of the items, however we were confused by this:



Earthstrider Boots, level 14, daily teleportation 5, need ‘solid ground’ to teleport over (does not allow you to cross pits, for example)

Fireburst Boots, level 14, daily teleportation 6, no restrictions on teleporting, PLUS burst 1, 2d8 fire damage.
how can these / why are these two be the same level? One teleports 5 with restrictions, other teleports 6 AND does fire damage. why would you want the earthstrider (besides 'flavor' reasons...)
 

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The fireburst boots hit all creatures adjacent to you with fire damage. That means you can't be adjacent to an ally unless you want to scorch them--that's the only drawback I can see.
 

right, we talked about that, but assuming you aren't in combat that is easily solved, and if you are, it wouldn't be too tough... it just doesn't seem to fit to me.

Then again we also saw an item in there (don't remember where) that was a higher level item which let you 'shift if you are in flank with an enemy.' just seemed odd, perhaps I didn't understand the usefulness... *shrug*
 

right, we talked about that, but assuming you aren't in combat that is easily solved, and if you are, it wouldn't be too tough... it just doesn't seem to fit to me.

Then again we also saw an item in there (don't remember where) that was a higher level item which let you 'shift if you are in flank with an enemy.' just seemed odd, perhaps I didn't understand the usefulness... *shrug*

Are you talking about the flanker's boots, which let you teleport into any square adjacent to an adjacent creature? That's extremely useful--it's an instant flank without provoking OAs, or alternately it's a great "get the fighter between me and the enemy" power.

EDIT: Oh, no, you're talking about Anklets of Opportunity. Note that using that item's power is a minor action, whereas a normal shift is a move action (unless you're a kobold). That's extremely handy.
 


Well the way I read it the Earthstrider boots seem to suggest you don't necessarily have to have line of sight to a place you teleport to, allowing you to teleport around corners, under doors, etc. In other words if you can walk to a location you can teleport there even if you can't see the location.
 

I can see how you might interpret that, but for me unless a teleportation action states 'do not need line of sight' I would have trouble overruling the teleportation rules on PH 286.

"as long as a path along the ground exists..."

is that a 'specific' rule that overrules the general rule?
 

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