Custom DnD Magic Items: Difference between revisions

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While it is often said that there are no new idea's in the Celegian Empire, only old ones re-used, these boots are a true innovation. Designed by Tommy Nine-fingers, a stalwart of the 573rd, they are meant for the use by military scouts. These boots increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, the boots affects your jumping distance (see the Jump skill). In addition, the wearer finds the undergrowth held aside while he passes. This effect essentially provides a trail through any kind of undergrowth, and he treats any trackless terrain has having a trail (PH 164). Once the wearer passes, the plants return to their normal shape. The DC to track the wearer is increased by 5 (the equivalent of hiding a trail). The boots have no effect on plant creatures (that is, they are not pushed aside by the effect). Also, the wearer can move through any type of terrain and leave no footprints. Add to this that these boots hide the scent of the wearer (the scent ability (MM 314) cannot detect the wearer) and tracking the subjects becomes impossible by non-magical means. Another benefit is the wearer can walk lightly over ice and snow without having his speed reduced. The wearer gains a 10-foot enhancement bonus to speed (supersedes the +30 on normal ground) and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice he walks over, or to avoid falling through cracked ice. To continue the benefits, the wearer's steps are sure and true, even on the narrowest ledges. The wearer gains +10 competence bonus on Balance, Climb, Jump and Tumble checks. In addition, the wearer does not lose his Dexterity bonus to AC when balancing or climbing. Lastly, the boots confer Freedom of Movement, meaning the wearer moves and attacks normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The boots also allow the wearer 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.
While it is often said that there are no new idea's in the Celegian Empire, only old ones re-used, these boots are a true innovation. Designed by Tommy Nine-fingers, a stalwart of the 573rd, they are meant for the use by military scouts. These boots increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, the boots affects your jumping distance (see the Jump skill). In addition, the wearer finds the undergrowth held aside while he passes. This effect essentially provides a trail through any kind of undergrowth, and he treats any trackless terrain has having a trail (PH 164). Once the wearer passes, the plants return to their normal shape. The DC to track the wearer is increased by 5 (the equivalent of hiding a trail). The boots have no effect on plant creatures (that is, they are not pushed aside by the effect). Also, the wearer can move through any type of terrain and leave no footprints. Add to this that these boots hide the scent of the wearer (the scent ability (MM 314) cannot detect the wearer) and tracking the subjects becomes impossible by non-magical means. Another benefit is the wearer can walk lightly over ice and snow without having his speed reduced. The wearer gains a 10-foot enhancement bonus to speed (supersedes the +30 on normal ground) and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice he walks over, or to avoid falling through cracked ice. To continue the benefits, the wearer's steps are sure and true, even on the narrowest ledges. The wearer gains +10 competence bonus on Movement and Acrobatics checks. In addition, the wearer does not lose his Dexterity bonus to AC when balancing or climbing. Lastly, the boots confer Freedom of Movement, meaning the wearer moves and attacks normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The wearer automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The boots also allow the wearer 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.


'Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement, remove scent, surefooted stride, pass without trace, showshoes, easy trail, expeditious retreat; Price 51,750 gp; Weight 3 lbs.'
'Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement, remove scent, surefooted stride, pass without trace, showshoes, easy trail, expeditious retreat; Price 51,750 gp; Weight 3 lbs.'

Revision as of 00:24, 8 August 2016