Magic Item for moving through difficult terrain


Rules Questions

Scarab Sages

A player of mine was recently petitioning me for a magic item that would allow him to use the spell feather step (http://paizo.com/pathfinderRPG/prd/advanced/spells/featherStep.html#feathe r-step) 3/day, or something like that. Probably in a pair of boots. Before I go and create a custom magic item, I like to see if anything similar already exists.

Now, I looked through my database and a few books that aren't in it, and didn't really find anything that was related to difficult terrain. So I had a couple questions:

1. Are there any items out there currently that *do* help move through difficult terrain?

2. How should this be priced? Currently it seems like it should go:

Command Word: Spell Level (1) x Caster Level (1) x 1,800 = 1,800
3 Charges per day: Divide by ( 5 divided by 3 charges per day = 1.66666)
1,800 / 1.66666666
Current Price = 1,080 GP
Spell is 10 min/level, so multiply by 1.5
1,080 x 1.5 = 1,620 GP

This seems pretty cheap, especially for an item that essentially allows the user to click his heels and ignore difficult terrain for 10 minutes, 3 times a day.

Now I know items based off of 1st level spells are often like this, so I wanted to see if there was anything I could at least compare it to for a baseline. Hence the first question.

Any ideas? :D


Slippers of Spider Climbing wrote:

Aura faint transmutation; CL 4th

Slot feet; Price 4,800 gp; Weight 1/2 lb.
Description

When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
Construction Requirements

Craft Wondrous Item, spider climb; Cost 2,400 gp

use this as a basis its a second level spell, but it might be a good idea for your purposes, the minutes/day option might also work better for you instead of 3x/day.


Yar.

For "difficult terrain" specific published by Paizo, just off the top of my head I know there are the Daring Dancers from the Faction Guide (pg 28).

Daring Dancers wrote:

These glittering anklets are favorites of Varisians, both for their showy addition to performances and their more practical uses. Normally made of metal and leather and adorned with glass beads or small gemstones, they make the wearer's feet light and agile, granting a +5 competence bonus to perform (dance) checks. The wearer's footfalls become so light that he can dance gracefully on any surface and make a 5-foot step even in difficult terrain.

If the wearer has 5 or more ranks in Perform (dance), Daring Dancers allow him to cast Dimension Door on himself once per day to travel up to 700 feet.

However, they do several things, and have a market value of 16000 gp.

Dunestrider Boots (Legacy of Fire player guide, pg 26) cost 3000 gp

Dunestrider Boots wrote:
These boots are cracked and weathered from the desert sun. When you wear dunestrider boots, you may walk on sand as if it were hardpacked earth. Overland movement across sandy desert is treated as plains. Even loose sand and quicksand are not difficult terrain for you, allowing you to cross them at normal speed.

Boots of the Mire (Rise of the Runelords 3: The Hook Mountain Massacre, pg 33... technically 3.5) cost 3500 gp

Boots of the Mire wrote:
These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swamp environments, provided the water is no deeper than five feet — this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and prevent him from becoming uncomfortable or wet from rain, fog, and other precipitation. Finally, the boots grant him a +2 resistance bonus on Fortitude saves against poison and disease.

If you don't have these books, you can find the items at The Archives of Nethys.

1600 to 2000 seems about right for 3/day 10 minutes each to ignore difficult terrain and nothing else. They'll not be quite as versatile as the Slippers of Spider Climbing (gain a climb speed for 10 minutes in 1 minute intervals is pretty good. More control over when it's used, and you can walk up walls and upside-down on ceilings while keeping your hands free for other things). Just remember that activation is still a Standard Action.

Some food for thought.

~P


Well, I am only suggesting use them as a baseline: a pair of boots that offer the effects of Feather Step for 10min/day, to be used in any interval of at least 1 minute. this seems more in line to the power level & should be easy enough to dissect the Spider climb shoes for the creation costs to make a pair.

Scarab Sages

Daring Dancers seems closest to what I'd be going for. The only extras they seem to offer is +5 competence to perform (dance), and dimension door 1/day *if* you have 5 ranks in that skill.

Going off of a number of other magic items, a +5 competence bonus is almost always 2,500 GP. Dimension Door 1/day (as on the cape of the mounteback) *would* be a bit over 10,000, but the restriction of needing 5 ranks in that skill should lower its cost by 10% according to the creation rules, down to 9,000.

Lastly, the rules seem to indicate that each additional power on an item in one slot should be increased by 50%. So if we presume the most expensive one is the main one:

9,000 (base)
+3,750 (2,500 + 50%)
------
12,750

Base price of 16,000 - 12,750 is 3,250. This is a little over what 2,000 GP would be, if increased by 50%.

In short, I agree with your assessment that the boots should be around 2,000 GP. It still seems very cheap for what you're getting, but the math does make sense. My only concern is in its overall use. 10 minutes per use, 3 uses per day, pretty much means that he should be able to ignore difficult terrain whenever he wants. The Dunestrider Boots and Boots of the Mire are over 3,000 GP each to do that, and they only apply to specific terrains.

It's some food for thought. I might just say he should get the Daring Dancers, or offer a set of 5,000 boots to ignore difficult terrain all the time. The guys are level 12, so it's just a drop in the hat for them, but I always am a bit nervous about offering something that they may want in a later, lower level, campaign as well :)


It's a bit pricey but there is the freedom of movement ring.


And the horse shoes that let your mount float over the ground.

Horseshoes of a Zephyr

Aura faint transmutation; CL 3rd

Slot feet; Price 6,000 gp; Weight 4 lbs. (for four).

Description

These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that non-solid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.

Construction

Requirements Craft Wondrous Item, levitate; Cost 3,000 gp

Scarab Sages

Actually, the freedom of movement ring brings up another question. Does it actually work for difficult terrain? It's been a bit of a debate amongst my groups:

"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing."

According to the spell, it allows you to move normally even if you're under the influence of magic that impedes movement. The strange thing is, difficult terrain isn't mentioned at all, and it definitely isn't magic that impedes movement. For example, if you had a ring of FoM and were in the swamps, the current ruling is that you still move at half speed, since that's your normal movement in difficult terrain. If someone tried to Web you to slow you down further, well, you'd ignore that of course.

It seems like this is the reason they created the Feather Step spell to begin with.

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