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The "Price That Magic Item" Game!
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<blockquote data-quote="Mistwell" data-source="post: 3441328" data-attributes="member: 2525"><p>GROUP ONE "THINGS FOR YOUR FEET"</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 3441328, member: 2525"] GROUP ONE "THINGS FOR YOUR FEET" 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. 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). 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. 4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped. 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. 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. 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. 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. 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). 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. [/QUOTE]
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