Before reading anyone else's:
Mistwell said:
1. Sandals of Sprinting - 3xday swift action to gain +30 enhancement bonus to land speed (max double your speed) until start of your next turn.
I'd say that's about equal to a 1st level spell. By the formula itself, it looks like it would come out to 1,080 gp, so we'll go ahead and round it down to 1,000 gp to make it nice and even. That's the cost of a +1 enhancement bonus added to a piece of armor, and that sounds about right. I would buy that item.
2. Boots of Sidestepping - 3xday swift action extra 5-foot step. Can use even if already moved, and doesn't prevent movement after use (even a regular 5' step).
The Spell Compendium has a very nice spell called
slide that is a 1st level spell that moves a character within Close range 5' (no AoO). It's a standard action, but it the boots can only be used on yourself. I'd say that makes it about a 2nd level spell equivalent. That brings it to 2,160 gp, dropped to 2,000 for a nice evening. That looks good to me.
3. Boots of Agile Leaping - Constant +Dex to Jump checks instead of Strength. If you have at least 5 ranks in Balance, constant stand up from prone as swift action, and standing from prone doesn't provoke attack of opportunity.
Hmm... interesting. It's all situational. How much better is your Dex than Str? How likely is a PC to have 5 ranks in balance? To price it, though, we're going to have to assume that both of those are true, I think, so I'll price it the same as I would if both effects were constant, and I'll assume a +5 higher Dex than Str modifier.
Bonus squared x 5 x 100 is normal for a competence bonus, but this stacks with everything, since it isn't a bonus. I'll round it up to 3,000 gp for that. I know, though, that I would never pay that much for that. Jump just isn't that important. By the time your Dex outstrips your Str that much, well, jumping won't be much of a problem anyway. I'll halve it to 1,500 gp which still looks high to me, but I'll keep that.
Getting up as a swift action without an AoO... I don't know how to price exactly. It's definitely nice in certain situations. I don't see tripping done on PCs that often, though. I'm just going to make something up and say 3,000 gp for that ability.
So it comes out to 4,500 gp. Looks too high... who is going to use it unless they expect to be tripped? That could just be my game, though, so that's probably what I'd go for "officially." In my own game, it would probably be around 2,000 gp. Still don't know if anyone would buy it, though.
4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped.
Niiiiice. Fourth level continuous spell effects with 10 min/round durations come out to 56,000 gp. Wings of flying give 60' movement with good maneuverability, and these are obviously better. Add to that the wildshape feature. The Compendium question becomes "Would you buy it?" So, which is better, an item that lets you walk on air or a +5 weapon? I really can't decide. I'll just make them equivalent. I betcha the MiC is going to price it less than me, though. In the end: 50,000 gp.
5. Acrobat Boots - Constant +2 tumble checks. 3 charges/day enhancement bonus to land speed for 1 rd. Bonus depends on charges you expend: 1 charge = +10, 2 = +15, 3= +20.
I don't like this item as much as the 1st item. Tumble isn't that great a skill to enhance since all the DCs are flat, and the movement bonuses aren't as good. 750 gp.
6. Skirmisher Boots - 2xday make single extra melee or ranged attack using full BAB, after having moved at least 10 feet from space you started turn (mount movement doesn't count). Also, if you have the skirmash special ability (scout), constant +2 damage when skirmishing.
Good for more than a scout, because it will get you two attacks on a charge at your highest BAB twice a day. I can't think of a melee character I've seen played would wouldn't want these boots. After they're used up, you can switch to something else. The scout gets icing on the cake equivalent to weapon specialization. That ain't too shabby.
Boots of Speed give you 10 rounds of
haste, which is the closest item I can think of to the extra attack this gives you, and those cost 12,000 gp. So instead of 10 rounds of haste, you get 2 rounds of 1 attack under certain circumstances. On one hand, you can't use haste on a charge, on the other,
haste has other benefits. I'll call it a wash. Divide by 5 and you get 2,400 gp. Round up because of the skirmish bonus to 3,000 gp.
7. Quicksilver Boots - 2xday swift action to move up to your land speed (as if using a move action, but not taking your move action), and gain concealment against Attacks of Opportunity caused by that movement, and can move over liquid without falling into it as long as you start and end the movement on solid ground.
Oohhhhh! Okay... hmm.... Makes me think of
dimension door, except quickened, shorter range, and personal only, but not quite because you are actually moving through threatened squares, albeit as if
blurred. I'll say that's equivalent to a 6th level spell, two levels above
dimension door.
2/day for a 6th level spell completion item is 47,520 gp. That's almost as much as a +5 weapon. The fact that you can use this to get a full attack off, even if its only 2/day, immediately, is huge. I'm going to round this one up to 50,000 gp even.
8. Boots of the Battle Charger - 2xday make charge attack as a standard action instead of full-round action. Can only move your speed, not double your speed. Must make the attack in the round you activate the boots. Also, if you have a magic item that grants enhancement bonus to Dex, you can move across terrain and through squares occupied by allies when making this standard action charge.
I'm not seeing the real benefit of the Standard Action charge. I must be missing something. You can charge in and tumble away... but people with tumble generally aren't wanting to charge in the first place. You can move to a charging position and then charge, basically allowing a turning charge, but then still not
that great an ability. Nice, definitely. Not great. Same for charging through allies' spaces. Then it can only be used 2/day!
1,000 gp.
9. Boots of Swift Passage - 5 x day move action to teleport without error up to 20 feet in any direction (need line of sight and effect, can't be an object or creature in destination, cannot bring other creatures with you).
Remember where I mentioned
slide above? There's also
greater slide that is 2nd level that does this exact thing except on anyone in Medium range. That calculates to 10,800 gp. That's the cost of a cape of the mountebank. I'll call it fine, and round to 10,000 gp.
10. Steadfast Boots - Constant +4 bonus on checks to avoid bull rush, overrun, or trip. Also, if carrying two-handed weapon, constant treatment as if readied weapon against a charge (double damage if you hit), even if weapon cannot normally be set against charges.
Anti-charge boots. Not bad, not bad. I don't see that many bull rushes, overruns, or trips, but the double damage on a charge can be downright devistating, and gets better and better as you go up in levels. If the DM has a lot of charging enemies, this might be the best item given so far. 80,000 gp. Maybe higher because I wouldn't want to see it in my game.