Return of the Eight weapon conversion

Ironstorm

First Post
I am converting some old characters who have completed the Return of the Eight module. They recieved a few of the magic items from Tensor and they have worked great in 2nd ED. But now i would like some other opinions as to how these should be comverted for 3.5 Any Help would be greatly appreciated.

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Tenser's Boots of the Running Warrior
These normal-looking wolf-fur boots can be used only by a fighter, paladin or ranger. The wearer receives a movement rate MV 15 (150 yards per round, running), regardless of the wearer's encumbrance. Also, no matter how far that warrior moves during a melee round, he still has his normal number of melee attacks: For example, if a character was entitled to 2/I attacks per round, he could move sixty yards, attack one foe, move another ninety yards, then attack a second creature.
XP Value: 2,500.

I was planing to on having these to set the wearers movement rate to 40' regardless of encumbrance and allow him to still fet his full attacks regardless of movement.

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Tenser's Bow of Eagle Sight
This long or short bow grants superior long-distance vision to any warrior gripping it when aiming an arrow at a target. The bow's effective ranges (short/medium/long) are doubled, even in combination with the user's infravision or normal vision. In addition, the fighter gains a +2 bonus to hit at any range.
XP Value: 1,500.


I was planing to on having this still double the users ranges and sight and give the +2 bonus. the question with this is would it double the point blank shot range?

Any help again would be appreciated.

Thanks
 

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The boots, wow, that's a real game breaker. Being able to move and full attack is pretty over powering. It removes alot of the tacticle aspects of combat when you can move in and full attack. One you could destroy any ranged combatant since if he tried to move back, and attack, you still get to full attack him. Spring Attack and extra movement maybe? Is this supposed to be a really high powered item? I'm not familar with the module.
 


I would convert Tenser's Bow of Eagle Sight to +2 distance bows. Since a distance bow does not increase the point blank shot range of 30 feet, then these bows should not increase that range.

Tenser's Boots of the Running Warrior are a bit more difficult to convert due to the difference between 2e and 3e combat and game balance. I agree with Kyrail that your conversion makes these boots too powerful.

I would eliminate the restriction to fighters, paladins and rangers in the spirit of third edition's more inclusive philosophy. Why would a rogue or warrior not benefit from these boots, after all?

The boots should not ignore encumbrance. I suggest the boots allow the wearer to benefit from the fast movement ability exactly as the barbarian class ability, except that it also applies even when wearing heavy armor or carrying a heavy load. Thus a barbarian would not benefit from wearing these boots unless he wore heavy armor or carried a heavy load.

Second, the wearer of the boots should be able to run as if he had the Run feat.

Finally, once per day, the wearer should be able to perform a full attack after a charge similar to the pounce ability. This gives the same ability as the original boots, but limits its power to once per day and only when charging.

This would be a more "balanced" version of the boots. Definately worth having, but not more powerful than other magical boots of a similar variety, like boots of speed or boots of striding and springing. IMO, of course.
 
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With the boots, I basically agree with MichaelH. +10' land speed, Lion's Charge (as the spell from Savage Species?, or the psionic power from the XPH) 1/day. The market price would be around 10,000 gp, I'd say.
 

+2 Bow of Distance for the bow, as already mentioned.

The boots...well, I'm not sure they're overpowered, depending on the campaign. If the wizard is sporting a Staff of the Magi and a Ring of Wizardry IV, and the cleric carries a Talisman of Ultimate Good, then perhaps these boots would fit right in.

However, keep in mind that the boots as you describe them are extremely powerful. You are providing a movement bonus, a continuous Lion's Charge ability, and the ability to move between iterative attacks (an ability that doesn't even exist in the core rules, save for a 5' step.) I would only allow such boots into the game in the highest of high-magic games.
 

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