Boots of Striding (not those... different)

Zhure

First Post
I hate the Boots of Striding & Springing just because they raise so many problems and I see so many smackdowns associated with them. So in my homebrew I want to create something different in their stead.

Basically these magical boots would come in three varieties, adding +2, +4, or +6 to CON and grant the Run and Endurance Feats.

How much should they cost?
 

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Well, the only two magic items that I am aware of that have anything to do with your abilities are the Amulet of Health and the Boots of Endurance (MotW).

Boots of Endurance cost 16,000 gp and they grant a version of the Endurance feat, +4 to Fort saves vs. subdual damage heat or cold, and +4 to prevent subdual damage from thirst or starvation.

(This, IMHO, costs way too much for the lousy abilities that this item grants.)

The Amulet of Health costs 4000, 16000, and 36000. This is the minimum that your boots should cost. If it were me, I'd add 4000 gps to each price above to get the final version of the item. (Run and Endurance are on the low end of usefulness, so I got 4000 from: (1000 for Endurance + 1000 for Run) x 2 for being slotless.)

So the final version that I would use is 8,000 for the +2 version, 20,000 for the +4 version, or 40,000 for the +6 version.
 

In my experience from 3e high (very high), mid level and low level campaigns I would STRONGLY suggest considering before giving or adding any items that add to ability scores, especially, arguably the most important one in the game of CON. Look at items like Manual of gainful health and how much those cost. Sure they are permanent but RARELY has there been issues when they didn't have their boots on or they were stolen. Gaining ability bonus are heinously powerful. Just consider it.
IMO you cannot compare standard boots of striding and springing to +4 or +6 boots of CON. Not even in the same ballpark area.

My 2 cents.
 

If you consider the Boots of Striding an issue, consider giving your player the Boots of Shaundakul instead of changing the item in that way... ...+10 feet movement always active, 3/day double movement speed, 1/week Find the Path, same price of the Boots of Striding IIRC..
 

Creatix said:
In my experience from 3e high (very high), mid level and low level campaigns I would STRONGLY suggest considering before giving or adding any items that add to ability scores, especially, arguably the most important one in the game of CON. Look at items like Manual of gainful health and how much those cost. Sure they are permanent but RARELY has there been issues when they didn't have their boots on or they were stolen. Gaining ability bonus are heinously powerful. Just consider it.
IMO you cannot compare standard boots of striding and springing to +4 or +6 boots of CON. Not even in the same ballpark area.

My 2 cents.

They are akin to the Amulets of Health, from the SRD.

"Amulet of Health

This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.

Caster Level: 8th; Prerequisites: Craft Wondrous Item, endurance; Market Price: 4, 000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight: -."
 

Creatix said:
In my experience from 3e high (very high), mid level and low level campaigns I would STRONGLY suggest considering before giving or adding any items that add to ability scores, especially, arguably the most important one in the game of CON. Look at items like Manual of gainful health and how much those cost. Sure they are permanent but RARELY has there been issues when they didn't have their boots on or they were stolen. Gaining ability bonus are heinously powerful. Just consider it.

+6 belt of strength: 36000 gp
+6 gloves of dexterity: 36000 gp
+6 amulet of health: 36000 gp
+6 headband of intellect: 36000 gp
+6 periapt of wisdom: 36000 gp
+6 cloak of charisma: 36000 gp
 

I am not disagreeing at all, just saying that I think ability score bonuses are much more powerful than any ability the boots of S&S provide.

Apologies as I forgot to mention and overlooked the fact that I was more in referring to the bonus dependent on the type of bonus. Obviously your boots would be enhance or something like this as opposed to my tomes which are inherent. There is a major difference.

So my previous statement should be. Inherent ability bonus is significantly more powerful than other ability bonus but still, ability bonus should not be given lightly, regardless of what already exists.

Yes I can cut and paste from DMG as well. No comparison from boots of springing and striding to +6 con boots, no matter what they cost.
 

I suppose then its a good thing that there's no comparison, since the poster isn't asking for one. :)

For my part, I'd say go with base cost of the con bonus, plus 8,000gp. I agree that Endurance is not a very useful feat, nor is Run (usually). However, I can't see myself allowing them to be granted at 1,000gp each (total 4,000 for both as secondary properties). 2,000 for each sounds better.

Also, for only 2,000gp each, you could have an entire party running around with these boots (sans CON boost) and they'd sure be travelling far each day. Not that faster overland tracel is necessarily a bad thing, but it could make it harder to run journey oriented adventures.
 

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