The "Price That Magic Item" Game!

Mistwell said:
4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped.

Eloi said:
This makes a Druid horribly fearsome. 42500 gp.

ThirdWizard said:
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.

brehobit said:
35,000. Always on fly is nice.

Rystil Arden said:
4) 40000 (not quite as good as Wings of Flying, but better in some senses, manoeuvrability issues for instance)

Bloody kids these days. I paid bloody 85000 gp for my pair 5 years ago! :p

Well, that pair also had boots of striding & springing included, but still!
 

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hong said:
Bloody kids these days. I paid bloody 85000 gp for my pair 5 years ago! :p

Well, that pair also had boots of striding & springing included, but still!
Hey, at least I didn't charge only 300 GP for the Quicksilver Boots--seeing that was a bit eye-opening about the priorities in others' campaigns.
 

The steadfast boots is confusing. When exactly do you get the double damage with a 2-handed weapon?

1) The first attack you make on an enemy in the round after they charge you

2) All attacks you make on an enemy in the round after they charge you

3) All attacks you make on an enemy, for the rest of the fight, after they charge you.

The 3rd one can't be right. The first one seems the most reasonable interpretation. Assuming this, I'd put it at 10000 gp plus another 10000 for the +4 vs stuff, for a total of 20000 gp.
 

hong said:
The steadfast boots is confusing. When exactly do you get the double damage with a 2-handed weapon?

1) The first attack you make on an enemy in the round after they charge you

2) All attacks you make on an enemy in the round after they charge you

3) All attacks you make on an enemy, for the rest of the fight, after they charge you.

The 3rd one can't be right. The first one seems the most reasonable interpretation. Assuming this, I'd put it at 10000 gp plus another 10000 for the +4 vs stuff, for a total of 20000 gp.
I think its (1). Based on some of the other prices, I think some of the others think that the boots also give you a readied action to attack the charger even if you never readied in the first place.
 

Rystil Arden said:
I think its (1). Based on some of the other prices, I think some of the others think that the boots also give you a readied action to attack the charger even if you never readied in the first place.

Does the condition of charging last until your next round?

If not, then surely it has to give an extra readied action to attack the charger. Otherwise, you won't get any bonus damage because the opponent is no longer charging.

If charging does last until the next round, then (2) would be more reasonable.

Alternatively, the boots could give no benefit to weapons that already can be set against charge, and provide that feature to other two-handed weapons. I think that reading is a stretch from the text though.

Edit: I realized that it could be for reach weapons, giving the bonus to the AoO that would normally occur when a charger moves into 5' range. I think that's what I'll go with. So that would be (4), only provides double damage during the charge on an AoO or with a ready action.
 
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I'll clarify a couple of items, since there seems to be a bit of confusion about them.

Boots of the Battle Charger - When activated (a swift action), these boots allow you to make a charge attack as a standard action (rather than a full-round action), though the charge only includes movement up to your speed (rather than double your speed). You must make the charge attack in the round you activate the boots, or the effect is lost.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots.
You can use this ability two times per day (this ability being activating the boots).

Steadfast Boots - You can a +4 bonus on checks made to avoid being bull rushed, overrun, or tripped. Furthermore, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you (and thus it deals double damage if your attack is successful), even if the weapon can't normally be set against a charge.

Quicksilver Boots - When you activate these boots (a swift action), you can move a distance up to your land speed (as if using a move action to do so). This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground). You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks.
 
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Gweldorf said:
Does the condition of charging last until your next round?

If not, then surely it has to give an extra readied action to attack the charger. Otherwise, you won't get any bonus damage because the opponent is no longer charging.

If charging does last until the next round, then (2) would be more reasonable.

Alternatively, the boots could give no benefit to weapons that already can be set against charge, and provide that feature to other two-handed weapons. I think that reading is a stretch from the text though.

Edit: I realized that it could be for reach weapons, giving the bonus to the AoO that would normally occur when a charger moves into 5' range. I think that's what I'll go with. So that would be (4), only provides double damage during the charge on an AoO or with a ready action.
Oh, I admit that your reading is possible given the text, but I'd be tempted to price it like Slaved (that is "Banned" ) if so.
 

Rystil Arden said:
Oh, I admit that your reading is possible given the text, but I'd be tempted to price it like Slaved (that is "Banned" ) if so.

It's an oddly written item. My interpretation was that, if you ready an action, and someone charges you while you are readied, you have the option of taking your stated readied action or you can instead use the readied action to attack the person charging you, in which case you are considered readied against the charge (if you have a two handed weapon).

I can see the interpretation that it grants you an extra readied action any time you are charged. In other words, that it would be an immediate extra standard action to attack anyone that charges you, and the attack is considered readied against that charge.
 
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Mistwell said:
It's an oddly written item. My interpretation was that, if you ready an action, and someone charges you while you are readied, you have the option of taking your stated readied action or you can instead use the readied action to attack the person charging you, in which case you are considered readied against the charge (if you have a two handed weapon).

I can see the interpretation that it grants you an extra readied action any time you are charged. In other words, that it would be an immediate extra standard action to attack anyone that charges you, and the attack is considered readied against that charge.
This is how I'm reading it, and I'd have to agree with the banned price with that reading:

Steadfast Boots ... Furthermore, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you...

Whenever you are charged you gain a standard readied action in response to attack the charge, as if you had readied an action to set a spear against a charge.

(and thus it deals double damage if your attack is successful), even if the weapon can't normally be set against a charge.

Again, like using a spear, your readied attack deals double damage.
 

This talk of banning reminds me of when people first laid eyes on the Mystic Theurge. :uhoh: Give it a chance: it might not be as bad as it seems.

In building characters I am finding it awfully difficult, even with the new prices, to tear myself away from the big six.
 

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