These gloves grant their wearer a +2 bonus on Persuasion skill checks made to intimidate. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. This hat grants its wearer a +5 bonus to Maximum Hit Points. Whenever the wearer of this cloak channels energy to harm undead, for the next 2 rounds they become surrounded with a fire shield that deals 1d6 + character level fire damage to the attackers for each successful melee attack against the wearer. The effects of multiple applications of this ability do not stack. Valve Corporation. These boots grant the wearer a +10 competence bonus on Athletics skill checks and a +5 competence bonus on Mobility skill checks. After this effect is gone, the caster receives 1d6 damage per character level (a successful DC 35 Fortitude saving throw halves the damage) and becomes fatigued. This +3 trident grants the wielder an ability to summon a large water elemental once per day as a 11 level Druid. They also grant a +2 bonus on Concentration checks. This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws. You gain a + 2 bonus on Persuasion skill checks made to intimidate for 1 hour. You roll 1d100 1 - 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. After that you receive 10d10 negative energy damage (a successful DC 35 Fortitude saving throw halves the damage). Whenever this effect occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck, making melee attacks unavailable for the next round. Act 4, Colyphyr Mines, loot after end battle. All the wearer's bardic performances and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. This +5 leather armor grants its wearer resistance to electricity 30. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. Whenever the wielder of this +3 holy starkinfe confirms a critical hit with it, all their allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds. Drezen (Lost Chapel); Drezen temple (after capturing Drezen). This +5 living bane bastard sword has its base damage increased to 1d20 instead of 1d10. This +1 sickle deals an additional 1d3 acid damage on a hit. This rod grants you the ability to modify up to six spells per day so that the in addition to their main effect they affect the target with a dominate person spell. Shadowblood is among the most notorious of drugs - a fluid infused with a shadow demon's essence. Extend Spell: An extended spell lasts twice as long as normal. This +3 holy longsword counts neutral enemies as evil. It also magnifies the wearer's momentum granting her a +2 bonus on the bull rush and overrun maneuvers. It also helps to discharge electric damage, granting the wearer electricity resistance 30. Those who fail the save become staggered and take 2 points of Constitution drain per round for 1d4 rounds. Option 1 Whenever the wielder of this ammuntion lands a first hit against a new enemy, the enemy must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 3 rounds. Option 2 Whenever the wielder of this ammuntion 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. Whenever the wielder of this +5 axiomatic nullifying gnome hooked hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer a -3 penalty to AC for 3 rounds. If a marked creature dies, a will-o-wisp (CR 8) appears for 10 minutes or until a new will-o-wisp will be created, this will-o-wisp will try to heal and support your characters. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. Added thanks. It is good-aligned and thus bypasses the corresponding damage reduction. You gain an additional round of Rage per day permanently. On a successful saving throw, the enemy becomes immune to this poison. These gloves allow their wearer to stun enemies for 1 round on confirmed critical hits with ranged weapons. For 3 rounds, you gain DR N/-, where N is equal to your character level. Whenever the wearer of this +5 banded armor is attacked in melee while being prone, stunned or staggered, the attacker must pass a Reflex saving throw (DC 30) or suffer from the same condition for 2 rounds. This coin grants its wearer the ability to grant any ally DR 5/- for 1 minute, once per day. It grants the wearer the ability to take control over an enemy for 3 rounds once per day. In addition, this armor grants its wearer immunity to fire and acid. To unlock its true powers, one needs to become one with their true nature. Multiple applications of this effect do not stack, but extend the effect's duration. A dire curse lies on the sword, but your mythical powers have weakened it and made the weapon safe for its user more or less. To cast a spell, the wearer still needs to have a spell slot of the required level. Act 3, Appears in Stash after Ivory Sanctum (Certain paths only: Arcane Trickster, Trickster, Azata?). Affected creature becomes more fragile, getting -2 penalty to AC. Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. These bracers grant their wearer an armor bonus of +1, just as though they were wearing armor. Act 3, DLC3, Island 2. This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who are under mind-affecting effects. This +1 longsword deals an additional +1 negative energy damage on a hit. This +3 corrosive dart allows its wielder to poison enemies on a hit, making them slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). Dark Aura - All enemies in a 30 feet area have a -2 penalty to Initiative, all companions gain a +2 profane bonus to attack of opportunities and critical hit confirmation. If you are hit, this bonus resets. Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area. This +4 thundering dart deals sonic damage instead of piercing damage. I'll ask around. This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. You become immune to fire damage, but gain weakness to cold and holy damage. Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can target an enemy. Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet area have to make a successful Reflex saving throw or suffer 3d6 cold damage. This hat grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. Act 2, Crusader's Camp (during gargoyle raid), Drezen (Golden Golem). These bracers of armor +4 increase the save DC against all Enchantment school spells they cast by 2. Act 2, Drezen, Citadel (Staunton loot) & Act 5, Drezen. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the exploding head effect for 1d3 rounds. While under this effect, an enemy that's attacking the wearer must pass a Reflex saving throw (DC 17) or suffer 3d4 piercing damage. Unholy symbol. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius. A simple but robust Kellid greatsword. Capital Advisor: Let's get new logistics officers from the homeland! When in combat, an Aeon wearing this cloak distorts time and space in 30 feet area. This shirt grants its wearer a +5 competence bonus on Lore (Nature) skill checks and immunity to diseases. If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. Saving throws and opposed rolls are not affected, nor are spells without random variables. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). Summons an Imp Devil familiar. WebThe unholy symbol of Rovagug the Destroyer became infamous among the people of eastern Sarkoris in the wake of the crimes of Humpback Zurga, a bloodthirsty priest. Additionally any healing applied to the shield bearer will also heal all party members for 1d6 + shield bearer`s level. Saving throws and opposed rolls are not affected, nor are spells without random variables. If an attack of opportunity was a critical hit, the enemy is staggered. Additionally, her Precise Strike ability now adds 1.5 of her duelist level as a bonus to her damage rolls. A creature under the influence of shadowblood or suffering from shadowblood addiction takes a -4 penalty on all saving throws against compulsion effects. These gloves grant their wearer a +3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon. All critical hits against this creature deal additional 3d6 piercing damage. Act 4, Lower City, Rooftop loot in bottom left. This ammunition deals additional 1d6+5 piercing damage and on a confirmed critical hit transforms the enemy into a pony for 1 round. You have to be a Lich though. https://gameplay.tips/guides/12913-pathfinder-wrath-of-the-righteous.html This diadem increases the damage dealt by the kineticist's simple energy blasts by 2d6 points and by kineticist simple physical blasts by 2d6+2. Option 2 You bound a part of your soul to the ring. (Ewzen the Treasure Plunderer loot). Bugged. This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures. When such creatures attack the wearer with magic, for the next two rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. While activated, all enemies in a 10 feet area around the owner must pass a Will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds. While this +3 furyborn scimitar is wielded by a character who has an animal companion, the attacks of the animal companion also gain the furyborn special quality. This lockpicker's kit grants its owner a +1 bonus on all Trickery skill checks. This +3 banded armor grants the wearer fire resistance 30, immunity to sleep, electricity, and paralysis. This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 damage per dice to fire, acid, force, cold, electricity spells, and a +4 bonus to spell penetration. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. Decrees can provide army experience, as well as powerful gear and treasures. Some quests are time-limited and some are only available based on the choices you've made throughout the game. It also allows its wielder to count neutral enemies as evil upon using Smite Evil ability. Island in the middle right accessible via Dimension Door). This +5 breastplate is made of crystal and can be worn by a druid. These bracers grant the wearer a +3 enhancement bonus on attack and damage rolls whenever the wearer is polymorphed. The Unholy symbol's prayer bonus is the same as the Holy symbol 's bonus, but the Unholy This cloak grants the wearer a +5 resistance bonus on saving throws against demons and a +5 competence bonus on Lore (Religion) skill checks. This ring grants its wearer 1 additional spell slot for the 8th and 1 additional spell slot for the 9th level spells (if the spells of these levels are available to them). Instead it deals (1d6 + 1 per two caster levels) points of damage. Greater rods can be used with spells of 9th level or lower. This +1 heavy mace deals an additional 1d3 fire damage on a hit. Temperance grants the wearer the effect of the false life, greater spell and a +2 bonus on saving throws against death effects. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. This +1 cold iron starknife deals an additional 1d3 damage to evil creatures. It also grants the wielder a +12 competence bonus on Knowledge (World) skill checks. This weapon, skillfully forged from bright steel, is a +1 dagger. If the wearer of this headband has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. Can only be equipped by a Lich. Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. LESSER Reach Metamagic Rod should be at Blackwing Library. Scroll of Resourceful Rage - You gain an additional Rage per day permanently. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. Can only be equipped by the player character. 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. In addition, If the wearer of this headband has the ability Channel Positive Energy, it increases the amount of damage this ability does to undead creatures or heals to living creatures by +2d6. This decree can be started once the player acquires the Ancient Map of Old Sarkoris. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. Every wearer's successful attack (including spells that require an attack roll) deals additional 5d6 negative energy damage and gives the wearer the same number of temporary HP. Commentdocument.getElementById("comment").setAttribute( "id", "ab461a08887e4e4d18f2d6da516ec0bd" );document.getElementById("c08a1a06c7").setAttribute( "id", "comment" ); Save my name, email, and website in this browser for the next time I comment. After the ability is used, kill counter is reset to zero. Has same description as the original relic item, no idea what it does if anything. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Spoilers for her act 5 quest: It doesn't look like she can be redeemed. Unsure if this will come out as a club or not.). Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. This +3 leather armor is made from very light and delicate leather, increasing max dexterity bonus by 1 and decreasing arcane spell failure chance by 10%. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. This weapon also has an 18-20 critical threat range. When all the charges are expended, the rod becomes useless. Act 3, Midnight Fane (might have special requirements, not always findable). The door is a floor panel in the main hall. 4. This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4 profane bonus to Dexterity ability score, and immunity to acid damage. It is also believed that worshipers are rewarded for their piety with prime pieces of trash, which wash up on their beach.3Many of her minion goblins drown due to her obsession.1 Home All goblin hero-gods reside in Basalfeystin the Abyss.4 Unholy symbol Zogmugot's unholy symbol is a seaweed-draped, dripping treasure chest.5 References Whenever this +4 bleed falchion confirms a critical hit on an already bleeding enemy whose Hit Points are below 80 - it instantly kills the enemy. Act 1, Defender's Heart (Vissaliy Rathimus), Act 2, Drezen (3 keys room). This item grants its wearer Deadly Magic ability. Effects don't stack. A successful saving throw negates the blindness and halves the damage. These boots grant its wearer a +5 competence bonus on Mobility checks. If they use any single-target cure wounds spell on a target whose current number of HP is 0 or less, the target is healed for an additional number of HP equal to their number of Hit Dice. Two next attacks you land will result in critical hits. Whenever the wearer casts a spell with electricity descriptor, its saving throw DC is increased by 2. Just pointing that out for people playing Lich, since this page does not mention that. Whenever this +2 necrotic earthbreaker confirms a critical hit on an enemy, the enemy must pass a Fortitude saving throw (DC 16) or suffer 2 Strength ability damage. If the wearer is also under the effect of the Mirror of Beautiful Deceit, their weapon attacks deal additional damage equal to their Charisma ability score. Act 5, Gwerm's Mansion (Horgus Gwerm loot). Act 3, Wintersun (on Siabrae when you free miammir). Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round. This robe increases by 2 the DC of all transmutation school spells cast by the wearer. This effect can only occur once per target. Once the book is read, the magic disappears from the pages and it becomes a normal book. This +1 scale mail grants its wearer a +2 insight bonus to AC against undead. Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a Will saving throw (DC 30) or become unable to cast spells or attack for 1 round. This +5 haramaki grants its wearer a +4 insight bonus on ranged touch attack rolls. This +3 studded leather grants the wearer DR 3/-. It also imbues the wearer with the powers of the Spawn of Rovagug allowing to use the Corruption of the Rough Beast ability three times per day. In the hand of an evil-aligned mythic creature it becomes a Bane Living Avenger. If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. These boots grant their wearer a +10 bonus to base speed and a constant freedom of movement spell effect. In addition, whenever the wearer is mounted, they can use this ability on a mount instead of themself. This tower shield grants its wielder a +3 bonus on saving throws against blindness. Whenever the wielder of this +3 speed heavy flail damages an opponent with this weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +8). A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. This ammunition deals additional 2d8 unholy damage on hit. The wearer can cover themself in glitter for 10 minutes. In this devastated mood they suffer a -2 penalty to attack and damage rolls, as well as AC, until the end of combat. Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round. This +3 barding grants its wearer immunity to poison and trip combat maneuver. (Tender Cutter loot); If the wearer of these gloves has an Arcane Pool class feature, it is increased by 5 points. WebUnholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe. This ring of protection +3 grants the wearer an ability to avoid magical and unusual attacks with great willpower. Whenever the wearer of this cloak of resistance +2 lands a killing blow, they gain immunity to mind-affecting conditions for 3 rounds. Once per day the wielder can choose to assign Light or Dark aura for this shield. This +2 mithral kama grants the wielder +1 dodge bonus to AC. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Summons a tiny pet sovereign dragon. This headband grants its wearer a +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the enemy loses its Dexterity bonus to AC for 1 round. Arm: -1 penalty on all attack rolls. This ability works like dominate monster spell, except it can affect any creature, even those normally immune to this spell. Act 5, Gravestone Rock (Let Finnean pass on). This robe grants the wearer a +1 bonus to all saving throws against fear effects. These gauntlets grant a profane vigor effect and +2 bonus to natural armor to all evil creatures summoned by the wearer of these gauntlets. This +3 haramaki grants its wearer a +5 ?ompetence bonus on Knowledge (Arcana) skill checks and a +4 bonus on Concentration checks. When such creatures attack the wearer with magic, for the next rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. Whenever the wielder of this +3 longsword wields any shield in another hand, it grants the wielder an additional +3 bonus on attack rolls with this longsword. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Bonuses of the same type usually don't stack. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. This +3 weapon was made for a commander who didn't like to be in the front line. This cloak grants its wearer 50% of Fortification (providing a 50% chance to negate a critical hit or a sneak attack extra damage) and immunity to confusion, fear, paralysis and insanity. All critical hits against this creature deal additional 3d6 piercing damage. This ammunition deals additional 2 sonic damage. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. If the wearer of this ring has smite evil class ability, this ring grants them one additional use of it per day after resting. This weapon is a +5 adamantine glaive. Lesser rods can be used with spells of 3rd level or lower. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It is said that the delicate petals of this rare flower can cure any disease, natural or magical. Melee attacks with the staff deal additional 3d8 bludgeoning damage to all swarms, even those that would normally be immune to weapon damage. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Normal or above); Nahydrian Darkness. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Unfair). This +4 padded armor is very stiff. This weapon is a +5 adamantine glaive. At 7th level the owner can summon a single Lillend Azata, at 9th level it summons one Lillend Azata and two Advanced Bralani Azatas, and at 11th level it summons one Lillend Azata, two Advanced Bralani Azatas, and a Ghaele Azata. This robe grants is wearer a +3 bonus on saving throws against mind affecting spells. These boots grant its wearer immunity against electricity as well as stunned and staggered conditions. It grants the wearer a +5 morale bonus on Persuasion skill checks. Bonuses of the same type usually don't stack. On Golarion. WebThe unholy symbol of Rovagugthe Destroyer became infamous among the people of eastern Sarkorisin the wake of the crimes of Humpback Zurga, a bloodthirsty priest. 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. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. In addition, this greatclub grants its wielder a +12 competence bonus on Lore (Religion) skill checks. I agree with you. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). Bonuses of the same type usually don't stack. Bonuses of the same type usually don't stack. This +1 light hammer deals an additional +1 holy damage on a hit. Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot). This +1 heavy shield grants its wielder cold resistance 10. Whenever it threatens a critical hit against a Medium sized creature, it is automatically confirmed. Whenever the wielder of this +5 tower shield is attacked for the first time in a round, the wielder makes a Persuasion (intimidate) check to demoralize the attacker. This ring of protection +7 grants its wearer a +10 bonus on saving throws against Illusion school spells. This ring grants its wearer a +6 deflection bonus to AC. Whenever the wearer of this belt of Strength and Dexterity +4 charges an enemy, they gain a +4 morale bonus on attack and damage rolls against this enemy for 1 round. This cloth grants its wearer a +4 bonus on saving throws against Necromancy spells and effects, and immunity to fear effects. Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or become fatigued. Saving throws and opposed rolls are not affected, nor are spells without random variables. Whenever the wielder of this +4 shocking burst light hammer confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. Each time an enemy confirms a critical hit against the wearer of this +2 hide armor, that enemy is affected by the equivalent of the dispel magic spell. Extend Spell: An extended spell lasts twice as long as normal. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. Zurgawas born with a body so twisted and broken that Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon. Whenever the wielder of this +3 light crossbow lands the first hit in a round against an enemy, that enemy's consciousness and love to all life awaken. It also applies a -4 penalty on Will saving throws. Quicken Spell: Casting a quickened spell is a swift action. This web also deals 1d6+3 bludgeoning damage each round. Upgraded Neural System: The primary subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence score. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. This cloak of resistance +1 also grants its wearer a +3 competence bonus to Stealth skill checks. Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher.
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