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Extra Anchovies
2014-11-30, 01:18 AM
I'm playing a TWF character in a current game, and want ways to get free movement or pounce that don't expend character build resources (e.g. feats, levels, skill points, etc). Items and spells are fine, because spell slots and gold are renewable (and are thus nigh-infinite over long periods of time). Class will be Slayer, so my magic options are limited.

What is there? EDIT: As of now it's unclear whether 3.5 items are allowed.

Zanos
2014-11-30, 01:34 AM
Anklet of translocation is a good cheap starter item.

Missed PF tag, I am a dingus.

JDL
2014-11-30, 01:40 AM
I refer you to the list by Ernir located here: [3.5] Lists of Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items)



Flight

Why you need it: Two reasons. One, the tactical advantage of not being constrained to two dimensions is... invaluable. Really, if two people are fighting, and only one of them can fly, the earthbound one is going to die unless the relative power difference between them is massive. Second, it's useful for getting around, for everything from crossing a chasm to making sure you're attacking the Wizard's tower from the top down, not the ground up.
Cheap:

Amber Amulet of Vermin: Giant Wasp (MIC). 800GP, throat slot. Once per day, get a flying bug thing to carry you around for one minute.
Wand of Swift Fly (SpC). 4500GP, held. Swift action activation, flight (as Fly spell) for one round. Requires the ability to activate Sorcerer/Wizard Wands or a DC 20 Use Magic Device check. If you prefer a permanent but less versatile solution, use an eternal Wand (MIC/ECS) instead, which changes the price to 4420GP and limits the use to 2/day.
Owlfeather Armor (MIC). 8160GP, body slot. Fly three times per day (40', good maneuverability) for five rounds. Swift action activation, has some secondary benefits.
Cloak of the Dragon (CChamp). 6000GP, shoulders slot. Fly speed equal to your land speed, maneuverability not specified, for 10 minutes once per day.
Reins of Ascension (MIC). 3300GP, throat slot. Allows your mount (nothing preventing you from using it yourself, I suppose, but you'll look kinky as hell) to briefly fly by expending 2 or 3 of the 3-per-day charges.
Dragonscale Cloak (MIC). 5000GP, shoulders slot. Winged flight (60', good maneuverability) for 2 hours per day. Swift action activation. Unfortunately, it's a relic.

Standard:

Feathered Wings graft (FF). 10000GP, slotless. Demon wings are grafted onto your body, yummy! All-day flight, average maneuverability, twice your land speed. Drives you bonkers if you're not Evil.
Winged Mask (MoF). 13000GP, face slot. Can cast Fly at will, which means you're recasting it every 5 minutes for all-day flight. Also makes you glow for some reason. Be wary of Dispel Magic, as the CL on this thing is only 5.
Phylactery of Change (AEG). 11200GP, head slot. All-day Polymorph up to 7HD, with some limitations. Not particularly good for in-combat flight (unless you build around Polymorph somehow), but a great item for general utility.
Winged West (MIC). 12000GP, torso slot. Allows you to fly for 5 rounds at 60', good maneuverability. This is not an all-day flight item, but it is better than most such due to the swift action activation time. Good to bring up once you or your DM has become disgusted by permaflight items from semi-obscure 3.0 books.
Broom of Flying (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#broomofFlying). 17000GP, ridden rather than worn. It's not all-day (only 9 hours), it's not very fast, and you can get knocked off. Still possibly your best bet in a core-only game.
5x5 Carpet of Flying (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#carpetofFlying). 20000GP, ridden rather than worn. The all-day, more comfortable version of the Broom.

Deluxe:

Phoenix Cloak (MIC). 50000GP, shoulders slot. All-day flight at your land speed, with perfect maneuverability, no bells or whistles.
Horseshoes of Flame (SS). 30240GP, feet slot (presumably). Not for you, but your horse, which turns into a smart magic nightmare thing that flies at a speed of 90', with good maneuverability, for 21 hours/day total. Use Magic Device it to cheese it onto yourself.
Wings of Flying (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#wingsofFlying) (DMG). 54000GP, shoulders slot. The core go-to for true personal permaflight. More expensive than the Phoenix Cloak, and only good maneuverability. But this one's flight speed is fixed at 60', which can be an advantage over the Phoenix Cloak if you are slow as a halfling wearing full plate.
Ring of Solar Wings (BoED). 118000GP, ring slot. All-day flight at 150', with good maneuverability. As expensive as it gets, but it's really fast.

Not recommended:
Buffeting Wings (RotD), Wand of Winged Watcher (CScou), Hawkfeather Armor (MIC), Skin of Celestial/Fiendish Embrace (MIC), Figurine of Wondrous Power -Bronze Griffon (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bronzeGriffon) or Ebony Fly (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#ebonyFly) (DMG), Wild Shape Amulet (MoF), Horseshoes of a Zephyr (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#horseshoesofaZephyr) (DMG), Winged Boots (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsWinged) (DMG), custom item of continuous Swift Fly (DMG, SpC), Boots of Gravity (PLH), Celestial Armor (http://www.d20srd.org/srd/magicItems/magicArmor.htm#celestialArmor) (DMG), Feathered armor enhancement (DotF), Winged Shield (http://www.d20srd.org/srd/magicItems/magicArmor.htm#wingedShield) (DMG).



...

Tactical teleportation

Why you need it: As the name of the list suggests - for purposes of tactics, sometimes tumbling just won't cut it. Also has great utility potential out of combat.
Cheap/Short range:

Anklet of Translocation (MIC). 1400GP, feet slot. Range 10', swift action activation. Works twice per day (buy a few!). Requires line of sight and line of effect. Requires line of sight and line of effect.
Wand of Benign Transposition (SpC). 750GP, held. Standard action, switch the locations of two willing creatures.
Boots of Swift Passage (MIC). 5000GP, feet slot. Range 20'. Move action activation. Works five timesper day. Requires line of sight and line of effect.
Shadow Cloak (DotU). 5500GP, shoulders slot. Teleport 10' as an immediate action three times per day, along with (good) secondary benefits. Requires line of sight, but apparently not line of effect.
Dimension Stride Boots (MIC). 2000GP, feet slot. Range 20' to 60' depending on charges spent, 5 charges per day. Standard action activation. Requires line of sight and line of effect.
Bolt Shirt (MIC). 5000GP, torso slot. Range 60'. Move action activation. Works once per day. Explicitly useless for escaping undetected. Requires line of sight and line of effect.
Boots of Big Stepping (MIC). 6000GP, feet slot. Range 60, standard action activation. Works three times per day. Teleports as Greater Teleport.
Novice Shadow Hands of Shadow Jaunt (ToB). 3000GP, hands slot. Range 50', standard action activation. No daily limitation, but effectively once per encounter unless you have a recovery method. Requires line of sight and line of effect.

Longer range:

Belt of the Wide Earth (MIC). 8000GP, waist slot. Only useful for spellcasters, but for those that are so blessed, this effectively allows you spontaneously cast Teleport twice per day if you have the 5th level slots to burn.
Cloak of Mysterious Emergence (DMagic). 13000GP, shoulders slot. Dimension Door with a 120' range 3/day, or 1/day 120 mile teleport. Slightly more expensive than the DMG Cape of the Mountebank, but much better.
Aporter armor enhancement (MIC). +20000 GP. Dimension door twice per day, standard action activation. The reason this isn't in the "not recommended" category is that this one doesn't burn a body slot.

Not recommended:

Cape of the Mountebank (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#capeoftheMountebank) (DMG), Vanishing weapon enhancement (MIC), Dislocator weapon enhancement (MIC) (but it is hilarious), War Wizard Cloak (MIC), Runestaff of Transportation (MIC), Cli Lyre (MIC), Boots of Teleportation (DMG), Runestaff of Passage (MIC), Helm of Teleportation (DMG), Humillianthir (DComp).

Kudaku
2014-11-30, 01:41 AM
Quick Runner's Shirt gives you an extra move action at the cost of a swift action once per day.

Jaunt Boots improves your 5-foot step to 15-foot steps three times per day.

Featherstep Slippers doesn't give you extra movement, but lets you ignore difficult terrain.

Stagger-Proof Boots let you stand up from prone without provoking AoOs and move 30 feet as an immediate action once per day. Incredibly good for dodging attacks, since you can take Immediate actions outside your turn.

Edit: It might help to say if you are also interested in 3.5 items in your OP.

Extra Anchovies
2014-11-30, 01:54 AM
Quick Runner's Shirt gives you an extra move action at the cost of a swift action once per day.

Jaunt Boots improves your 5-foot step to 15-foot steps three times per day.

Featherstep Slippers doesn't give you extra movement, but lets you ignore difficult terrain.

Stagger-Proof Boots let you stand up from prone without provoking AoOs and move 30 feet as an immediate action once per day. Incredibly good for dodging attacks, since you can take Immediate actions outside your turn.

Edit: It might help to say if you are also interested in 3.5 items in your OP.

Hm. Those are all quite useful, especially the Jaunt Boots. As a Slayer I'll probably be using my Swift for Studied Target after level 7, but the Quick Runner's Shirt should be useful until then. Maybe I could buy multiple and switch them out every combat? By the time my full attack really starts to outpace my standard-action attack, I could definitely afford four or five of them, each to get me in full-attack range on turn 1...