Difference between revisions of "Cyclone Boots (3.5e Equipment)"

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m (Looked back at it and decided some of it was written badly. Subject to further revision, but I fixed some of the areas I thought were bad and touched up writing here and there in minor ways. Made it a little easier to read.)
m (Added a copyright disclaimer since its based on an item from another game. Actual function of the item is based on the lore description of it and all, figure it doesn't hurt at least to have it added.)
 
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== Cyclone Boots ==
 
== Cyclone Boots ==
 
[[Summary:: Boots that allow the wearer to travel at great speeds either briefly or over a handful of hours.| ]]
 
[[Summary:: Boots that allow the wearer to travel at great speeds either briefly or over a handful of hours.| ]]
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Gifted to one of three founders of an ancient order, these boots were crafted in ancient times by a smith who forged them "at the behest of a god." They allow the wearer to travel vast distances at truly remarkable speeds, but are equally useful with short bursts of speed.
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These boots are intricately designed of an unknown metal that resembles Steel given a slight Bronze coloration. Each boot has a small spike on the pointed toe as part of their design and appear to be made of layered bands of metal, from the toe up to the knee. Despite their solid looking appearance, when worn they flex and move with surprising ease, not impeding the wearer's movement in the slightest. Towards the Knee they bear wing-like protrusions in a narrow outwards flare. When activated the boots will get a subtle crimson glow, small runes lighting up along the plates of metal they're constructed of. Every step the wearer takes while the boots are active will leave a small plume of crimson energy that dissipates within half a second, though this appears to be nothing more than an aesthetic effect.
 
These boots are intricately designed of an unknown metal that resembles Steel given a slight Bronze coloration. Each boot has a small spike on the pointed toe as part of their design and appear to be made of layered bands of metal, from the toe up to the knee. Despite their solid looking appearance, when worn they flex and move with surprising ease, not impeding the wearer's movement in the slightest. Towards the Knee they bear wing-like protrusions in a narrow outwards flare. When activated the boots will get a subtle crimson glow, small runes lighting up along the plates of metal they're constructed of. Every step the wearer takes while the boots are active will leave a small plume of crimson energy that dissipates within half a second, though this appears to be nothing more than an aesthetic effect.
  
When wearing the Cyclone boots the wearer experiences only one difference, difficult terrain will no longer effect you. Once the boots have been attuned to you (Requiring 1 full day of continuous wear, the wearer may take them off for up to 24 hours without undoing this attunement) the wearer knows by thought how to activate them. At-will the wearer may activate the boots to grant themselves doubled movement speed for a single turn, this movement can cross water or other liquids (if damage would be incurred for contact with them such as with Lava or Acid the wearer will not take damage unless the hazard would damage them by proximity in addition to contact) so long as the movement begins and ends on solid ground. At the end of this movement if an attack is made, it is made as though the wearer had performed a charge, though the movement isn't considered a charge and imposes no AC penalty for performing. In addition to the Pseudo-Charge properties, any enemy successfully struck by an attack at the end of this movement is subject to a Free-Action Bull Rush (Which includes the boost gained from the pseudo-charge) that the wearer of these boots need not move with, nor are they subject to an Attack of Opportunity.
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When wearing the Cyclone boots the wearer experiences only one difference, difficult terrain will no longer effect you. Once the boots have been attuned to you (Requiring 1 full day of continuous wear, the wearer may take them off for up to 24 hours without undoing this attunement) the wearer knows by thought how to activate them. At-will as a free-action the wearer may activate the boots to grant themselves doubled ground-based movement speed for a single turn, this movement can cross water or other liquids (the wearer will not take damage unless the hazard would damage them by proximity) and even walls, so long as the movement begins and ends on solid ground. At the end of this movement if an attack is made, it is made as though the wearer had performed a charge, though the movement isn't considered a charge and imposes no AC penalty and may be stacked with an actual charge. In addition to the Pseudo-Charge properties, any enemy successfully struck by an attack at the end of this movement is subject to a Free-Action Bull Rush (Which includes the boost gained from the pseudo-charge) that the wearer of these boots need not move with, nor are they subject to an attack of opportunity for performing.
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In addition to all previously mentioned effects, the wearer learns an additional function of the boots after being attuned to them for seven days, at-will, this ability allows the wearer to travel at extreme speeds. This grants them the doubled movement speed the boots normally grant, in addition to the roll of a d4. The die roll and movement speed you possess determine the range that this ability grants, examples below. This ability functions as a Greater Teleport with ranged based on the above factors, so long as the location you attempt to move to requires only that you be able to run (including the wall and liquid running properties), walk, or jump to reach it. In this way you also need not have seen nor visited the destination, nor do you strictly need a description (though one would help if traveling to a specific place), simply traveling anywhere within the range allowed by the ability. This movement is considered as though you had physically run at both this speed and distance, though through the magic of the boots, you never tire while using it. When this ability is used, they can no longer be activated for as many rounds equal to the roll of the d4 when determining the range this ability may take you. Onlookers describe a trail of crimson energy appearing through whatever areas they cross for a split second.
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== Examples ==
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With a standard Movement speed of 30ft/round and no further speed modifiers these boots, when active, will allow you to move at 60ft/round. Assuming a round is 6 seconds, this is 600ft per minute or 36,000ft per hour, translating to 7 miles per hour at an assumed hustle pace. When running however (Either 4x speed or 4 Move actions as in the ToP rules) this becomes 27 miles per hour. The die is rolled and turns up anywhere from 1-4, multiply 27 Miles accordingly and you achieve the range this effect may move you by in a given use, anywhere from 27 miles, to 108 Miles in distance.
  
In addition to all previously mentioned effects, the wearer learns a command word after being attuned to the boots for seven days, when spoken, this command word allows the wearer to travel at extreme speeds, gaining doubled movement speed, allowing you to move approximately 7 miles per hour if not running (Estimated ground speed of 60ft/round while the effect is active), or 27 Miles per hour if running, for up to 1d4 hours. This movement doesn't allow you to move anywhere that would require the ability to move in any way other than walking, running, or jumping, though it allows you to run across water, traversing rivers, lakes, possibly even oceans if you can move fast enough to traverse the distance, if not the ability will end immediately upon attempting to cross, preventing the user from stranding themselves. This ability cannot be used consecutively, requiring an equal amount of time as cooldown as time rolled for travel (Example, 1d4 for travel, the die turns up a 1, you travel for up to 1 hour, it requires 1 hour before the ability can be used again, if the effect were terminated before a full hour was up, say at half an hour or less, it would still require an Hour-long cooldown). This ability will be terminated automatically if movement isn't performed at moderate speed for more than one minute, brief bursts of running will suspend the countdown before it automatically terminates, meaning it can be enabled for up to a minute before movement begins, and the wearer may pause for up to a minute while in use. Finally this ability can be terminated at-will if the user sees any reason to.
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A character with greater movement speed, either provided via race (though not a quadruped one) or class (Monk for example) benefits more greatly from the effects these boots provide. A 9th Level Monk gains +30ft to their speed from class alone, the doubled speed boost these boots grant pushes them to 100-120ft/round or faster depending on their race choice. Because of this the range of the Secondary Function expands greatly, they're capable of speeds of 120ft/round, 1,200ft per minute, and 72,000ft or 13.5 Miles per hour at a standard hustling pace. While running they're then capable of speeds of approximately 54 mph, meaning their minimum distance they may travel is 54 miles, and the maximum per use is around 216 miles.
  
 
[[Type::Minor| ]]
 
[[Type::Minor| ]]
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{{Copyright Disclaimer}}
 
{{3.5e Artifacts Breadcrumb}}
 
{{3.5e Artifacts Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:3.5e]]

Latest revision as of 04:11, 31 May 2018

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Author: Xandar (talk)
Date Created: January 22, 2018
Status: Finished. Revisions may follow.
Editing: Clarity edits only please
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Cyclone Boots[edit]

Gifted to one of three founders of an ancient order, these boots were crafted in ancient times by a smith who forged them "at the behest of a god." They allow the wearer to travel vast distances at truly remarkable speeds, but are equally useful with short bursts of speed.

These boots are intricately designed of an unknown metal that resembles Steel given a slight Bronze coloration. Each boot has a small spike on the pointed toe as part of their design and appear to be made of layered bands of metal, from the toe up to the knee. Despite their solid looking appearance, when worn they flex and move with surprising ease, not impeding the wearer's movement in the slightest. Towards the Knee they bear wing-like protrusions in a narrow outwards flare. When activated the boots will get a subtle crimson glow, small runes lighting up along the plates of metal they're constructed of. Every step the wearer takes while the boots are active will leave a small plume of crimson energy that dissipates within half a second, though this appears to be nothing more than an aesthetic effect.

When wearing the Cyclone boots the wearer experiences only one difference, difficult terrain will no longer effect you. Once the boots have been attuned to you (Requiring 1 full day of continuous wear, the wearer may take them off for up to 24 hours without undoing this attunement) the wearer knows by thought how to activate them. At-will as a free-action the wearer may activate the boots to grant themselves doubled ground-based movement speed for a single turn, this movement can cross water or other liquids (the wearer will not take damage unless the hazard would damage them by proximity) and even walls, so long as the movement begins and ends on solid ground. At the end of this movement if an attack is made, it is made as though the wearer had performed a charge, though the movement isn't considered a charge and imposes no AC penalty and may be stacked with an actual charge. In addition to the Pseudo-Charge properties, any enemy successfully struck by an attack at the end of this movement is subject to a Free-Action Bull Rush (Which includes the boost gained from the pseudo-charge) that the wearer of these boots need not move with, nor are they subject to an attack of opportunity for performing.

In addition to all previously mentioned effects, the wearer learns an additional function of the boots after being attuned to them for seven days, at-will, this ability allows the wearer to travel at extreme speeds. This grants them the doubled movement speed the boots normally grant, in addition to the roll of a d4. The die roll and movement speed you possess determine the range that this ability grants, examples below. This ability functions as a Greater Teleport with ranged based on the above factors, so long as the location you attempt to move to requires only that you be able to run (including the wall and liquid running properties), walk, or jump to reach it. In this way you also need not have seen nor visited the destination, nor do you strictly need a description (though one would help if traveling to a specific place), simply traveling anywhere within the range allowed by the ability. This movement is considered as though you had physically run at both this speed and distance, though through the magic of the boots, you never tire while using it. When this ability is used, they can no longer be activated for as many rounds equal to the roll of the d4 when determining the range this ability may take you. Onlookers describe a trail of crimson energy appearing through whatever areas they cross for a split second.

Examples[edit]

With a standard Movement speed of 30ft/round and no further speed modifiers these boots, when active, will allow you to move at 60ft/round. Assuming a round is 6 seconds, this is 600ft per minute or 36,000ft per hour, translating to 7 miles per hour at an assumed hustle pace. When running however (Either 4x speed or 4 Move actions as in the ToP rules) this becomes 27 miles per hour. The die is rolled and turns up anywhere from 1-4, multiply 27 Miles accordingly and you achieve the range this effect may move you by in a given use, anywhere from 27 miles, to 108 Miles in distance.

A character with greater movement speed, either provided via race (though not a quadruped one) or class (Monk for example) benefits more greatly from the effects these boots provide. A 9th Level Monk gains +30ft to their speed from class alone, the doubled speed boost these boots grant pushes them to 100-120ft/round or faster depending on their race choice. Because of this the range of the Secondary Function expands greatly, they're capable of speeds of 120ft/round, 1,200ft per minute, and 72,000ft or 13.5 Miles per hour at a standard hustling pace. While running they're then capable of speeds of approximately 54 mph, meaning their minimum distance they may travel is 54 miles, and the maximum per use is around 216 miles.




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AuthorXandar +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryBoots that allow the wearer to travel at great speeds either briefly or over a handful of hours. +
TitleCyclone Boots +
TypeMinor +