jaker2003
Explorer
Ok, I've been wanting to make these for a while and finally fleshed it out last night. They're boots for a guy whose devoted himself to killing drow after a squad made off with his family. This guy is a pyromaniac/mancer and favors fire magic, so his equipment will reflect this. It's also a part of a bigger set of items that grant synergistic abilities when used together. Well, here's the boots:
_______Firebrand’s Boots: These rugged boots are sewn with red thread and sport flames on the sides. These boots have magic abilities:
Flaming Trail: The boot prints made with each step burn for one round with illusory flame.
Sure Step: The boots do not allow the wearer to step into holes, off cliffs, or press down on floor pressure traps. The boots hover just above where the wearer would step, readily supporting him should the ground not. If the wearer steps off a cliff, he finds himself standing in the air as if on solid ground, but his horizontal speed is reduced to 5 feet until back on solid ground. A climber who loses his footing does not fall.
Quick Jump: The boots also negate penalties to Jump checks from speed. The wearer is always considered to have a speed no lower than 30 feet (even if he is moving slower due to weight or bindings). The wearer does not face a doubled Jump DC if he does not move 20 feet before a jump. The distance jumped does not count towards the wearer's movement for the round. These boots provide no bonus to Climb checks should the wearer’s jump fall short. Because the boots can hasten a jump, the wearer can easily use a Jump check to make a charge attack, ignoring all the terrain in the way.
_______Faint transmutation; CL 3rd; Craft Wondrous Item, expeditious retreat, (levitate or air walk), haste, silent image; Price ?10,000? gp; Weight 1 lb.
_______Firebrand’s Boots: These rugged boots are sewn with red thread and sport flames on the sides. These boots have magic abilities:
Flaming Trail: The boot prints made with each step burn for one round with illusory flame.
Sure Step: The boots do not allow the wearer to step into holes, off cliffs, or press down on floor pressure traps. The boots hover just above where the wearer would step, readily supporting him should the ground not. If the wearer steps off a cliff, he finds himself standing in the air as if on solid ground, but his horizontal speed is reduced to 5 feet until back on solid ground. A climber who loses his footing does not fall.
Quick Jump: The boots also negate penalties to Jump checks from speed. The wearer is always considered to have a speed no lower than 30 feet (even if he is moving slower due to weight or bindings). The wearer does not face a doubled Jump DC if he does not move 20 feet before a jump. The distance jumped does not count towards the wearer's movement for the round. These boots provide no bonus to Climb checks should the wearer’s jump fall short. Because the boots can hasten a jump, the wearer can easily use a Jump check to make a charge attack, ignoring all the terrain in the way.
_______Faint transmutation; CL 3rd; Craft Wondrous Item, expeditious retreat, (levitate or air walk), haste, silent image; Price ?10,000? gp; Weight 1 lb.
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