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*Pathfinder & Starfinder
The "Price That Magic Item" Game!
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<blockquote data-quote="Mistwell" data-source="post: 3441850" data-attributes="member: 2525"><p>I'll clarify a couple of items, since there seems to be a bit of confusion about them.</p><p></p><p>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.</p><p>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. </p><p>You can use this ability two times per day (this ability being activating the boots).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 3441850, member: 2525"] 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. [/QUOTE]
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The "Price That Magic Item" Game!
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