The page you linked to doesn't say what kind of damage it does.
The best I can think of is a TWF build that uses a greatsword and a blade boot. Or a TWF inquisitor or bard who uses a blade boot as the off-hand so as to keep a hand free for spellcasting.
Since the blade boot makes you treat all terrain as difficult terrain, you'd want to make sure your opponent isn't going anywhere. Inquisitors and bards both get spells to make that happen. Or you could use a net-and-trident build with the blade boot taking the place of the trident; keep them in range with the net so you can full-attack.
The lolziest I can think of is a TWF build that uses a pair of blade boots and does a Cossack dance routine as his full attack.
Well, the hope is to focus on the boot blade more or less exclusively.
That would be dificult, is not a good eapon per se. is a back up weapong, the bes thing you can do to it is TWF.
Maybe a paladin, for nornmal enemies he attack ith his greatsword, but when he is facing a EVIL guy he use the boot blade to deliver more smite evil damage.
Mounts or flying seems the only way to circumvent to the drawbacks. And being unable to take 5-ft steps is just too limiting.
While I expect you prefer ideas that makes a blade boot character viable as written, my suggestion would be to change the weapon to something more accomodating, if one of my players brought the idea to him.
As written it is far worse than armor spikes. Although it is concealable, it has lower damage and cripples you entirely.
Flavorwise I wouldn't mind making armor spikes that were located on the boots. If the concealability is important, IMO a fair trade is to lower the damage to 1d4 (as blade boot) and removing the ability to deal extra damage in grapples.
Ultimately my suggest is to remove the movement penalties of the blade boot.
Mitigating the drawback is important, but I think Priority One should be to explain why this character isn't just using a dagger instead. What does a boot blade do that no other weapon does? It lets you wield an offhand weapon without taking up your off hand.
So here's my new proposal-- a Cleric with Two-Weapon Fighting and the Travel Domain, weilding a longsword in his right hand and a boot blade on his left foot (he's a righty). He can cast spells with his left hand, use his Agile Feet domain power to ignore difficult terrain when his boot blade is drawn, or full-attack with his sword and his boot blade. Then he gets fly as his 3rd level domain spell, and later gets to dimension door around the battlefield. He can also prepare Hold Person to make sure his target stays, minimizing the need to run with a drawn boot blade.
Make sure your blade boot is one of your two feather step slippers.
That goes a long way towards solving the movement penalty. Since the feather step spell says it negates the adverse effects of difficult terrain (that is, ALL EFFECTS) then you should be able to move freely at your normal speed in "real" difficult terrain, even while the blade is extended.
You can't wear two pairs of Armor Spikes.
Weird that you would reply to my six month old thread.
Well, I wasn't looking into this subject 6 months ago.
I don't understand your reply about two pairs of amor spikes. Spikes cover your whole armor, that includes all your limbs.
Those are just one weapon though.
You cannot two-weapon fight using only a single set of Armor Spikes.
You cannot wear two sets of Armor Spikes.
I guess I could see that being true.
However, I was concerned about wielding a 2-h reach weapon and being able to attack/threaten adjacent with armor spikes. In the AS thread, the answer was you can, and I believe you can qualify that as a kick. And you wouldn't need unarmed strike for that bec spikes are a weapon.
Boot blades are those blades that spring from boot tips. ASs would cover your chest, legs, boot tops, elbows, etc.
Though, I can also see allowing TWF with AS for that reason.
It would make sense to wield a set of spiked gauntlets, included as part of the spiked armor.
Enchant them separately and all but that should work.
Technically speaking if you wanted to, you could dervish dance keeping your other hand free and still dual wield using a boot knife. I built a dervish dance fighter/duelist who was going to do that but it did not fit his personality.
A Spiked Gauntlet is wielded with the hand.
If you are wielding another weapon in that hand, you must drop it before attacking with the Spiked Gauntlet.
Of course, you can houserule.
It certainly makes no thematic sense to make such a houserule, but each to their own.
If you have a spiked gauntlet on your left hand, and you are holding on to a pole arm with both hands, you do not need to drop the pole arm to use the spiked gauntlet, you just have to let go with that hand. You are no longer WIELDING the pole arm at that point, but you are free to make attacks with the spiked gauntlet.
I believe this is what Ravingdork is referring to.
There is no RAW supporting either of your arguments either, so we'll just have to agree to disagree I guess.
I am absolutely saying you could hold two weapons, one in each hand, then punch someone with your spiked gauntlet(s) without having to drop or stow either weapon.
You can wield a weapon in a hand using a spiked gauntlet... the spikes don't interfere with normal hand function (else the description would say so). The disadvantage compared to the normal gauntlet is just the cost.
That doesn't say you can hit them with the gauntlet, though.
What part of "don't interfere with normal hand function" didn't you understand?
You can use your hand as though it were unobstructed, whether you're swinging your held weapon, or punching with the gauntlet's spikes.
There is no such state as 'wielding' in the rules! People assume there is, and it causes them problems.
RAW, you don't need to be 'wielding' a weapon before you attack with it OR after you attack with it, only during the actual attack. In order to attack a creature with a weapon you must be able to attack a square that is part of the target creature's space with that weapon without burning a game action to get the weapon in the required number of hands (if any) before the attack is executed.
Since a worn spiked gauntlet is already 'in' the required hand, and since the spiked gauntlet hand may be used for anything it could do if you weren't wearing it, then you may attack with it whether or not that hand is holding another weapon.
Some things that could help
Saw that both these feats where mentioned but not posted.
You can combine them with this Fighter archetype and completely negate the penalty.
Also, a link to the feather step slippers RD mentioned earlier in case you decide to go the magic item route.
Malachi has it right.
If I was wearing a pair of spiked gauntlets, wielding an axe in one hand and a shortsword in the other, had armor spikes on my body, a dwarven boulder helmet on my head, blade boots of my feet, and also possessed the Improved Unarmed Strike feat, then I could attack with any of those weapons in any combination I wanted without penalty and without having to drop or sheathe anything.
Blade Boot is a way to get TWF while playing a Duelist since you keep a hand free. You can have the damage bonuses of the Duelist and go to town with your TWF and the Nimble Moves and Acrobatic Steps. Start with a Fighter Archetype that still keeps Weapon Training and get Gloves of Dueling too and have a good time.