Bonuses of the same type usually don't stack. Whenever the wearer of this helmet lands a hit with a melee weapon, the target must pass a Fortitude saving throw (DC 25) or suffer bleed damage that equals the wearer's Strength modifier for 1d4 rounds. Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy, enemies in 15-feet area must pass a Fortitude saving throw (DC 25) or will suffer 2d6 piercing damage as little bugs are awakened and leave this rotten greatclub. This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. Thanks u/Vargkungen from reddit who found the item names in Toybox you will have to use the mod to add the item if you want to use the scalemail. Whenever the wielder of this +1 buckler receives a critical hit, they are affected with the effect of a mirror image spell that produces 2 mirror images that last 2 rounds. Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental abilities scores are increased by +6 for 3 rounds. WebThe earliest recorded appearance of a spawn of Rovagug, in ancient Ninshabur, was of Festering Ulunat, the Unholy First, whose immortal carapace towers over Osirions These bracers grant their wearer a +2 competence bonus to AC, attack and damage rolls against flying enemies. Act 4, Lair of the Echo of Deskari (Angel only). This shirt grants its wearer immunity to nauseated condition and a +3 bonus on saving throws against acid. In addition, this amulet grants its wearer a +4 bonus on saving throws against Illusion school spells. Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds. Whenever an ally in a 15 feet radius of this helmet's wearer confirms a critical hit, this helm heals its wearer for 1d6 HP, and grants a +1 morale bonus to AC and attack rolls for one round. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage instead, and if the multiplier is x4, add an extra 3d10 points of holy damage. This +1 scale mail grants its wearer a +2 insight bonus to AC against undead. Saving throws and opposed rolls are not affected, nor are spells without random variables. This +2 heavy crossbow has a critical range reduced to 20. This notable item is found through army combat against a rank 11 enemy encampment west of Old Sarkorian Mines. It also makes it impossible to identify the wearer's alignment. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. Lesser rods can be used with spells of 3rd level or lower. This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and immunity to ability score damage for the first 3 rounds of combat. It also grants a +4 bonus on initiative rolls. This +2 breastplate grants its wearer resistance to fire 15. It also has to pass a fortitude saving throw (DC 19) or all bludgeoning damage it receives will be multiplied by 1.5 until the end of combat. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. Whenever the wearer of these knee pads successfully charges an enemy, the enemy falls prone for 1 round and suffers a -2 penalty on attack and damage rolls till the end of combat. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. This item grants the wearer +2 morale bonus on Concentration checks, Initiative rolls as well as Will saving throws whenever Lann is an active party member. This rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded enemies. Whenever the wearer of these knee pads lands a killing blow with a natural weapon, they gain a +2 bonus on their next attack roll, and this attack deals damage to all adjacent enemies on a successful hit. Whenever the enemy confirms a critical hit against the wielder of this +3 mithral scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. This belt grants its wearer a +4 enhancement bonus to Dexterity. If the wearer of this amulet is wielding a ranged weapon, whenever an ally in a 30 feet radius lands an attack of opportunity, the wearer makes a free ranged attack against the same target. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Whenever the wearer casts a spell with electricity descriptor, its saving throw DC is increased by 2. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. Whenever the wearer of this helm suffers from negative energy or fire damage, for the next 3 rounds they gain a +2 morale bonus on attack and damage rolls, and their attacks are treated as good-aligned for the purpose of overcoming DR. This bonus does not stack with other natural armor enhancement bonuses. Act 4, Ten Thousand Delights, Quest reward from Third Wheel. Whenever the wielder of this +4 warhammer successfully hits an enemy with a charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be entrapped in stone until the end of the fight. Only an Oracle or Cleric can wield it. Act 3, Appears in Stash after Ivory Sanctum (Certain paths only: Arcane Trickster, Trickster, Azata?). This is a +5 breastplate made of singing steel. This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. This rod increases the damage dealt by the kineticist's simple energy blasts by 1d6 points and by kineticist simple physical blasts by 1d6+1. 358, P.C 112, Ruwi, Sultanate of Oman. This belt grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). I know Trickster would be better but I can't stand quippy stuff. Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment; Perception 34, Trickery 31). Let me know if I got anything wrong. Whenever the wearer of this Belt of Physical Perfection +4 makes an attack roll to confirm a critical hit, it automatically succeeds. This headband grants its wearer a +6 enhancement bonus to Charisma. Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. Added. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. His unholy symbol is the Fanged Maw. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. Their weapons become Good-aligned and count as if they were made of cold iron. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells. Curse of Undead: All living enemies in 30-feet area must pass a Will saving throw (DC 24) or start slowly turning into the undead. Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. Bonuses of the same type usually don't stack. This belt grants its wearer a +4 enhancement bonus to Dexterity and Strength. This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect can be removed with the remove curse spell. This ring grants the wearer acid resistance 30, fire resistance 20, electricity resistance 10, and cold resistance 5. Whenever the wearer of this cloak of resistance +2 lands a killing blow, they gain immunity to mind-affecting conditions for 3 rounds. A single enemy can be a subject to this effect only once. This +2 javelin deals an additional 5 damage on a first hit against a new target. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. Whenever the wearer of these bracers confirms a critical hit with a two-handed weapon, the enemy must pass a Will saving throw (DC 24) or become unable to attack for 1 round. This +3 unholy falcata was corrupted by demons. Whenever the wearer of these boots casts the same spell for the fourth time during the day, their next spell becomes quickened, as though using the Quicken Spell feat. This +5 full barding grants its wearer 10d6 additional bludgeoning damage on a successful charge. Whenever the wearer of these gloves confirms a critical hit, the target must make a Fortitude save or take 1d6 bleed damage. These bracers grant their wearer an armor bonus of +6, just as though they were wearing armor. Due to the sheer amount of items, I've condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. This ability can be used three times per day. It gives the wielder a -2 penalty on attack rolls made with it. Regular rods can be used with spells of 6th level or lower. If this cowl is worn together with the Cat's Boots, the wearer additionally gains a +2 circumstance bonus to AC. This wand allows its wielder to cast finger of death spell as a 17th level wizard. It would also make it easier to exchange one for the other using ToyBox if necessary. Each time the wielder confirms a critical hit, an enemy is affected with a Burst With Light effect. This robe increases by 2 the DC of all transmutation school spells cast by the wearer. Symbol of Rovagug? : r/Pathfinder_Kingmaker - Reddit This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1 sonic damage with the other. This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. Only Monk of good alignment can wear it. This +3 mithral full plate grants the wearer additional Spell Resistance 23. You can choose one creature at a time to concentrate on a pulsating beat of its heart. The condition lasts for 4 rounds. Act 4, Colyphyr Mines Upper level (DC30 PER check, southeast). In addition, Dragon's breath deals additional 20 Divine damage and its DC is increased by 2. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Saving throws and opposed rolls are not affected, nor are spells without random variables. Just pointing that out for people playing Lich, since this page does not mention that. This rod grants its wielder the ability to make up to three spells they cast per day infused with the primal magical essence. This rod grants its wielder the ability to make up to three spells they cast per day empowered, as though using the Empower Spell feat. This ring grants the wearer a +5 competence bonus on Knowledge: world checks and a +5 competence bonus on Knowledge: Arcana checks. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. Bonuses of the same type usually don't stack. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a 5th level wizard. This hat grants the wearer a +2 profane bonus to Intelligence score. Act 5, Ineluctable Prison, Evil choice on quest. These glasses are made of very thick crystal. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. The owner of this quiver can use it to shoot 10 units of holy ammunition. This +1 shield was specifically designed to perform a shield bash. They also get a +2 bonus to caster level checks made to overcome spell resistance. It also deals an extra 2d6 points of damage against such foes. These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score and immunity to fatigue and exhaustion. For 3 rounds you gain a +6 bonus to all ability scores, a +5 bonus to AC and a +5 bonus on all attack rolls. This shortspear deals 1d4 damage instead of 1d6. This +3 leather armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +10 competence bonus on Stealth skill checks. It also grants a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. If the wielder of this weapon has a good alignment, this fauchard grants them a +3 bonus on damage rolls against non-good creatures and becomes good-aligned. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. For 5 rounds all your melee attacks deal double damage, but each round you take 2d8 fire damage. Once per day, the wearer of this ring can spend a swift action to apply the effect of the haste spell to themselves for 5 rounds. In addition, whenever the wearer of these bracers confirms a critical hit against chaotic enemy, the enemy suffers a -2 penalty to AC and all saving throws for 3 rounds. This book grants a +1 competence bonus on saving throws agains confusion spells. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). These boots grant its wearer blindsight with a radius of 10 feet and a +10 competence bonus on Stealth checks. This weapon cannot be wielded by lawful good characters. This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. Act 4, Upper City, Rooftop above Savamelekh's Mansion. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC on Evocation school spells. They also gain a +10 competence bonus on Lore (Nature) skill checks. This +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of non-living creatures. I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. Extend Spell: An extended spell lasts twice as long as normal. This cloak grants its wearer a +10 competence bonus on Use Magic Device skill checks. Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage. Once the book is read, the magic disappears from the pages and it becomes a normal book. (Gwalum, Dagons Chosen loot); This headband grants its wearer a +2 enhancement bonus to Charisma. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. This cowl gives the wearer a +6 enhancement bonus to Wisdom ability score. Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue; This cloak of resistance +5 also grants its wearer a fiery aura which deals every enemy in a 10-foot range 2d8 fire damage every turn. If the wearer is damaged by a swarm, they automatically succeed on their saving throw against the swarm's distraction ability. You gain a +3 bonus to AC, and every saving throw you make automatically succeeds. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Act 1, Market Square, burning house in the SW to get relic. These bracers grant their wearer an armor bonus of +9, just as though they were wearing armor. Sorry I have asked a lot of questions on here, but I haven't been able to find good answers on Google for a lot of stuff. Act 3, Drezen (Arcane Weaver); Crimson Dust. ContentsIntro / Act 1Act [], Guide to Playful Darkness This was done on Core difficulty. This +4 anarchic dueling sword allows its wielder to add half their rank in Mobilty skill as a bonus to damage rolls on critical hits and attacks of opportunity. Kingmaker; The Treasure of the Midnight Isles. You bound a part of your soul to the ring. Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex saving throw (DC 20) or suffer -1 penalty to attack rolls until the end of the combat. Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless target, the target loses all spell resistance for 1d4 rounds. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. If the enemy is stunned this way, they suffer an additional 2d8 piercing damage. Any morale bonuses the wearer has are doubled. Zurga was born with a body so twisted and broken that the infant's very survival seemed truly miraculous. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Profane Vigor: A summoned creature gains a +2 profane bonus on attack rolls, saves, and skill checks. Unholy Symbol of Rovagug - Pathfinder Wrath of the It also grants a +3 insight bonus on all Knowledge, Lore, Use Magic Device, Perception and Trickery skill checks. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. This rod grants its wielder the ability to make up to three spells they cast per day quickened as though using the Quicken Spell feat. This +5 vicious oversized greatsword deals additional 6d6 slashing damage to enemies below 30% of their maximum Hit Points. Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. This headband grants its wearer a +4 enhancement bonus to Intelligence. Fiber Muscles: The primary subject of fiber muscles gains a +4 enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus to Mobility skill checks. These boots give the wearer a +4 enhancement bonus to Dexterity ability score. This +2 leather armor grants its wearer DR 2/melee. Bonuses of the same type usually don't stack. Eye Gouger the throwing axe is also available in the Half-Measure tavern from Fye in Act 5. Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the attacker has to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength. Instead it deals (1d6 + 1 per two caster levels) points of damage. Act 5, Cave Citadel Outpost (Crusade Mode). The wearer of these bracers of armor +8 automatically confirms critical hits against chaotic enemies. I've added the items of interest that they drop. This effect also grants a competence bonus to attack rolls and AC equal to the owner's Wisdom bonus (if any). This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. Inside its inner surface, he is always If the wearer of this shirt has the Fervor class ability, it grants them 3 additional uses of Fervor per day. The wearer suffers -2 penalty to attack rolls and Constitution score. Whenever the wielder of this ammunition lands a hit, the enemy must pass a Fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Option 2 +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat. This +5 flaming burst scimitar allows its wielder to bombard all enemies in a 20 foot area, dealing 20d6 fire damage and staggering all targets for 3 rounds. Act 3, Gift from Daeran (Romance unnecessary, but he must like you). The pendant is a snake skull. If an attack of opportunity was a critical hit, the enemy is staggered. Whenever the wearer of this cloak suffers ability damage, next time they cast a spell, its caster level and the difficulty of saving throws against it are increased by 2. In act 2 Skeletal Salesman (Protection) is selling agile spiked light shield. These bracers are of Numerian technology. These boots allow its wearer to stand up without provoking an attack of opportunity. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Persistent Spell feat. This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. This +1 cold iron kukri deals an additional +2 damage against undead creatures. I agree with you. Scorpion's Kiss (Handaxe) - Pathfinder: Kingmaker Wiki This cloak grants its wearer a +7 resistance bonus on all saving throws. Act 4, Lower City, Rotten Guttery (Chivarro fight loot); Upper City (Merciless Tyrant), Whenever the wearer of these bracers confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or suffer from a random condition from the following list and become immune to another random condition from the same list for 2 rounds. Has same description as the original relic item, no idea what it does if anything. Option 1 +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe Handaxe/Battle Axe/Great Axe (same effects across all three weapons) Option 1 - +2, This cloak grants its wearer a +3 deflection bonus to AC, a +3 bonus to Fortitude and Will saving throws, and an ability to cast see invisibility spell once per day as a 3rd level wizard. These gloves also make any weapons wielded by the wearer anarchic. This +4 chainmail barding grants its wearer DR 6/piercing.

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