Captain Sir Hexen Ineptus |
Was doing research on magic boots and found these two and realized what could happen if someone combined the two in the same item, or placed one in a different slot/non slot
Boots, Daredevil Softpaws
Aura faint enchantment; CL 3rd
Slot feet; Price 1,400 gp; Weight 1 lb.
DESCRIPTION
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.
As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Boots, Jaunt
Aura faint transmutation; CL 3rd
Slot feet; Price 7,200 gp; Weight 2 lbs.
DESCRIPTION
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots.
Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
Dukai |
I thought that when a magic item had the "on command" detail it meant that it costs a standard action unless otherwise specified (see the first set of boots that specifically states a free action). I could be wrong, but if I'm right, then these boots don't really synergize at all. Then again, it does say on command when the wearer takes a 5-foot step. Does that mean that you activate the item as a free action when you take your 5-foot step or that you activate the item as a standard action that allows you to move 15 ft without provoking?
Swivl |
Its untyped so it stacks with everything, plus it also grants you full attack after 15ft movement.
For the latter part, one set of boots already did that. If you don't like that, then don't allow the second pair of boots.
For the former, the movement must be through an enemy's space. Unless that is an error, that means that the enemy will be closer than 15 ft. in the first place in order for that to work. Also, as I said, it's 3 times a day. Even totally stackable, for the price, it doesn't sound too bad to me.
Lord Tsarkon |
I thought that when a magic item had the "on command" detail it meant that it costs a standard action unless otherwise specified (see the first set of boots that specifically states a free action). I could be wrong, but if I'm right, then these boots don't really synergize at all. Then again, it does say on command when the wearer takes a 5-foot step. Does that mean that you activate the item as a free action when you take your 5-foot step or that you activate the item as a standard action that allows you to move 15 ft without provoking?
I agree... you cannot take a full round action with those boots.
RumpinRufus |
SKR clarified today that the Jaunt Boots do take a standard action to activate (because they use a command word.) By RAW you can't attack in the same turn that you use them.
Darksol the Painbringer |
now here is a question then if they are a standard act to work why would it not work the turn after you turn them "on".
It's mutually exclusive. You're spending (in essence) a Full Round Action to move 15 feet without combat problems. You spend the Standard to Activate, and the No-Action to use the 5-foot step (the proxy for the effect to take place). All you're left with is a Move Action, and the best you can do with that is play with yourself (both senses intended). You cannot use a Movement Action within the same round as a 5-foot step, and you can't delay the onset of the item's duration.
In addition, the effect only lasts for a single round (the round in which you activate it); after that, one of the three charges per day is gone. It's a really garbage item.
RAW, this is the Boots equivalent of the Gloves of Storing, in that it provides less help than it does provide as a waste of space/a slot. Of course, the Gloves of Storing can be quite debatable.
Darkflame |
yeah realy dont see the problem :-) a barbarrian can get +2 easy on a rage :-) and thats free :-) spending 2000g gives +1 8000 +2 i dont realy see the problem getting another +2 with other items around the same price. it all depends what a GM puts in his loot!! :-) if you give them to much loot then they become overpowerd but most of the loot is prity much price balanced
Bearded Ben |
well what if you did that trick of moving through a enemy square multiple times? would this ability stack(meaning the +2) to where you can get a +8 to +10, if so that is a siginifcant boost.
How exactly are you moving through an enemy square several times in the same turn with only 15 feet of movement? The most I could see would be moving through two squares of a large creature for a +4.
"anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn."
CBDunkerson |
It's silly, but as written yes you should be able to stack the bonus;
1: Wear Daredevil softpaws boots
2: Click heels together, free action
3: Tumble back and forth through an enemy's square avoiding AoO, move action
4: Gain (Move / 10) * 2 untyped bonus to attack that enemy, standard action
5: Repeat for up to 10 rounds per day
Roberta Yang |
It's silly, but as written yes you should be able to stack the bonus;
1: Wear Daredevil softpaws boots
2: Click heels together, free action
3: Tumble back and forth through an enemy's square avoiding AoO, move action
4: Gain (Move / 10) * 2 untyped bonus to attack that enemy, standard action
5: Repeat for up to 10 rounds per day
If you have the movement speed to do that a meaningful number of times and the Acrobatics consistently beat enemy CMD+15 (remember, moving at full speed while tumbling costs an extra +10 to the DC) and you don't mind not getting your iteratives, then I'd say you've earned a bonus to your attack roll. How exactly would that be broken?
SKR clarified today that the Jaunt Boots do take a standard action to activate (because they use a command word.) By RAW you can't attack in the same turn that you use them.
But then they're terrible. Dammit SKR.
CBDunkerson |
If you have the movement speed to do that a meaningful number of times and the Acrobatics consistently beat enemy CMD+15 (remember, moving at full speed while tumbling costs an extra +10 to the DC) and you don't mind not getting your iteratives, then I'd say you've earned a bonus to your attack roll. How exactly would that be broken?
Oh, I agree. I was just saying it is possible.
But then they're terrible. Dammit SKR.
I see two benefits to these boots over a standard 'withdraw' action.
1: Withdraw only allows you to move out of the initial square without provoking AoO. These boots allow you to move through three squares without provoking AoO.
2: After the movement the boots allow you to take ANY type of 'move' action, rather than just more movement.
The only downside in comparison to 'withdraw' is that you can't move as far (unless your base speed is 15' or less).
Roberta Yang |
But it doesn't let you take ANY type of "move" action - it lets you take any type of move action except actual movement. And if you need to move through three spaces in a row without provoking and are willing to spend your standard action to do so, odds are that getting further away would be desirable (so that, for example, the monster with reach that you're escaping doesn't just move back next to you and hit you again).
There are situations where they'd be useful, but not as a slotted item for over 7000gp in a game where the big six treadmill exists.
ryric RPG Superstar 2011 Top 32 |
All you're left with is a Move Action, and the best you can do with that is play with yourself (both senses intended). You cannot use a Movement Action within the same round as a 5-foot step, and you can't delay the onset of the item's duration.
Just want to point out that the wearer can still use the remaining move action on non-movement related things such as drawing a weapon, loading a light crossbow, picking up something from the ground, etc. The 5 foot step doesn't remove your ability to take a move action, just your ability to otherwise actually move.
Captain Sir Hexen Ineptus |
SKR clarified today that the Jaunt Boots do take a standard action to activate (because they use a command word.) By RAW you can't attack in the same turn that you use them.
Oh didn't notice that one.
Kolokotroni |
Wait why is this unbalanced? Because it grants the user some mobility and a +2 to attack for almost 10k (remember the second item will cost etxra to be put on the same item, so you are looking at 7200+2100) a couple times a day. For 8k i can have +2 weapon that give me more then that for every attack i make.
kyrt-ryder |
Lumiere Dawnbringer wrote:This. ^^Errata the jaunt boots to be a free action. Problem solved.
Why can't fighters have nice things?
Likewise. Please errata this Paizo. The Quickrunner's Shirt was a step in the right direction, but it costs a swift action to use, is only once-per-combat, and a lot of GM's intend to houserule them to only one shirt per day >.< (And then there's the fact that someone may want to use that item slot for something else and this gives a little more diversity.)
With this in play, it opens up more options for people to actually get melee full attacks.