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<blockquote data-quote="Slaved" data-source="post: 4153369" data-attributes="member: 43358"><p>Boots of Far Wandering</p><p>Price: 8,000 Gold Pieces</p><p>Body Slot: Feet</p><p>Caster Level: 5th</p><p>Aura: Faint</p><p>Activation: - and Swift (Mental)</p><p>Weight: -</p><p>These light weight boots are as soft as doe skin but harden dramatically when pressure is applied to them. They make the wearer almost seem to glide over the ground instead of walking on it and they allow the wearer to slip between the planes for a moment to travel a ways in an instant.</p><p>While wearing the Boots of Far Wandering you gain a bonus to your Land Speed of +5'.</p><p>You may also spend a swift action and make a Balance Check. For every 5 points your check exceeds 10 you Teleport yourself, and up to your Light Load worth of Gear, 10 feet. This action does not provoke Attacks of Opportunity nor does the movement. If you fail to get at least 10 on the Balance Check you fall Prone in your current square. Each time you use this ability you get a -2 penalty on this Activation Check for the rest of the day. These penalties stack.</p><p>Whenever you would roll a Constitution Check for Forced Marching or Running roll twice and keep the better result.</p><p>If you are unable to move you do not gain any benefit from the Boots of Far Wandering. You must wear the boots for at least 24 hours before you can use the Abilities.</p><p>If you have the Dodge feat the Land Speed bonus from these boots increases by +5' and you may change your Dodge target once per round as an Immediate Action.</p><p>Prerequisites: Craft Wondrous Item, Dodge feat</p><p>Cost to Create: 4,000 Gold Pieces, 320 Experience, 8 days</p><p></p><p></p><p>This might be something I would use. Why worry about Charges Per Day when you could make a Character need a specific Skill and have extra uses suffer a penalty?</p></blockquote><p></p>
[QUOTE="Slaved, post: 4153369, member: 43358"] Boots of Far Wandering Price: 8,000 Gold Pieces Body Slot: Feet Caster Level: 5th Aura: Faint Activation: - and Swift (Mental) Weight: - These light weight boots are as soft as doe skin but harden dramatically when pressure is applied to them. They make the wearer almost seem to glide over the ground instead of walking on it and they allow the wearer to slip between the planes for a moment to travel a ways in an instant. While wearing the Boots of Far Wandering you gain a bonus to your Land Speed of +5'. You may also spend a swift action and make a Balance Check. For every 5 points your check exceeds 10 you Teleport yourself, and up to your Light Load worth of Gear, 10 feet. This action does not provoke Attacks of Opportunity nor does the movement. If you fail to get at least 10 on the Balance Check you fall Prone in your current square. Each time you use this ability you get a -2 penalty on this Activation Check for the rest of the day. These penalties stack. Whenever you would roll a Constitution Check for Forced Marching or Running roll twice and keep the better result. If you are unable to move you do not gain any benefit from the Boots of Far Wandering. You must wear the boots for at least 24 hours before you can use the Abilities. If you have the Dodge feat the Land Speed bonus from these boots increases by +5' and you may change your Dodge target once per round as an Immediate Action. Prerequisites: Craft Wondrous Item, Dodge feat Cost to Create: 4,000 Gold Pieces, 320 Experience, 8 days This might be something I would use. Why worry about Charges Per Day when you could make a Character need a specific Skill and have extra uses suffer a penalty? [/QUOTE]
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