Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10 feet radius. Whenever the wielder of this +2 greatclub lands a hit against a new target with it for the first time, the next successful attack against the same target deals additional 2d6 damage. It also grants one additional attack of opportunity per round. Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-impairing effect, the enemy suffers a -2 penalty on all saves for 1 round. Whenever the wearer of this headband of Intelligence +6 lands a hit against a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or become dazzled for 3 rounds. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Lesser rods can be used with spells of 3rd level or lower. Once per day, you can scribe this rune on the ground to create a 50 feet area which lasts for the number of minutes equal to your character level and makes all affected creatures immune to movement-impairing and ground effects. Eye Gouger the throwing axe is also available in the Half-Measure tavern from Fye in Act 5. Whenever this +2 light mace confirms a critical hit on an enemy, the enemy suffers an additional 3d4 positive energy damage; if the enemy is killed the wielder gets +2 bonus to attack rolls for the next 2 rounds. This amulet of natural armor +1 additionally grants the wearer a +4 morale bonus on saving throws against poison. You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. Composite energy blasts instead deal an additional 6d6 damage, while composite physical blasts deal an additional 6d6+6 damage. These boots allow its wearer to stand up without provoking an attack of opportunity. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. Only one such demon can be present on the battlefield. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. The owner of this unholy symbol can, once per day, as a quick action, cast the dominate person spell. This +5 heavy shield grants its wielder immunity to slashing and piercing damage while the wielder is at full health. This bonus does not stack with other natural armor enhancement bonuses. This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against enemies under movement-impairing conditions. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. Whenever this +1 dart confirms a critical hit on an enemy, the target must make a successful Fortitude saving throw (DC 13) or be poisoned. This +5 chainshirt barding grants its wearer fast healing 20. Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it deals x4 damage instead of the normal x3, and weakens the enemy, making it suffer a -3 penalty to Strength and Constitution scores for 2 rounds. Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute. This belt grants its wearer +8 enhancement bonuses to Strength, Dexterity, and Constitution ability scores. Act 3, Temple of the Good Hunt (Trickery 28). Option 2 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength (Not clear if both intelligence and strength both grant a damage bonus.). These boots grant their wearer a +2 competence bonus on saving throws against movement-impairing conditions. This effect can be applied once per creature. This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and damage rolls against non-living creatures. Act 4 Bad Luck Tavern (must save halfling at Leper's Smile). Scroll of Demonic Resistance - You gain a +5 electricity resistance for 1 hour. While wielding this ring with a sign of Baphomet, you can summon 2 CR 14 Half-Fiendish Minotaurs 3 times per day and they will fight on your side for 10 minutes. The owner of this quiver can use it to shoot 20 units of shock speed ammunition per day. Whenever the wearer of this cloak is attacked in melee, the attacker must pass a Fortitude saving throw (DC 29) or become sickened and vulnerable to acid for 4 rounds. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +1. They also grant a +5 competence bonus on Persuasion skill checks made to intimidate. Act 3, Wintersun (in a chest next to a stone shrine, center of the map). Voices of Hollow: Every turn the target is randomly affected with one of the following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50% chance they attack the nearest creature. Every creature within 5 feet range of the point where the flask lands must pass a Fortitude saving throw (DC 46) or become unconscious due to the smell for 1d3 rounds. This web also deals 1d6+3 bludgeoning damage each round. Mephistopheles (Must decline Devil offer). Where do you get the Unholy Symbol of Rovagug? This +1 heavy mace deals an additional 1d3 fire damage on a hit. On a successful saving throw the enemy becomes staggered for 1 round. Act 1, Defender's Heart (Vissaliy Rathimus), Act 2, Drezen (3 keys room). This ring grants its wearer a +4 deflection bonus to AC. This ring grants its wearer a +7 deflection bonus to AC. This helmet is imbued with demonic powers. This ring grants the wearer an ability to summon either axiomites or soul eaters, randomly selected, once per day, as if they were summoned by a summon monster VIII spell (caster level 15, DC 22). You gain a +2 bonus on CMB checks for 1 hour. Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. This +4 unholy heavy mace increases the amount of damage Channel Negative Energy does to living creatures or heals undead creatures by 2d6. This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. Act 4, Lower City, Rotten Guttery loot from fight with Chivarro's Mercs. Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6 + STR modifier slashing damage. This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per day as a 18th level wizard. Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage. Option 1 Whenever this shield is under the affect of warpriests sacred shield, each time the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a will saving throw (DC 18) or will be marked. Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to 5d6. In addition, whenever the wielder attempts a Cleave action, they don't get the regular -2 penalty to AC. To cast a spell, the wearer still needs to have a spell slot of the required level. The enemy under this condition suffers 2d6 acid damage on a successful hit and 6d6 acid damage if the hit was critical. Bolster Spell: Spell now deals 2 more damage per die rolled to all its targets. It can be read as a free action. Once per day you may use this ability to make all potions used by your party empowered and maximized, as though using the Empower Spell and Maximize Spell feats, for 1 minute. 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. Such mark can only be on 1 target at a time. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Act 4, Colyphyr Mines Upper level (DC30 PER check, southeast). Whenever this +3 keen throwing axe lands a hit, all its further attacks until the end of the round deal 1 additional force damage. Act 2, Crusader's Camp (Wilcer Garms), Wintersun. If the wearer is of lawful alignment, it grants a +2 bonus on attack rolls against chaotic enemies. You have total concealment against the outsider under this effect. If this sneak attack was assassin's Death Attack, saving throw DC against it is increased by 2. Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff per round for 3 rounds. This padded armor grants its wearer a +2 bonus on concentration checks. can you please add also the lich helmet "horn of naraga" (reward for the DLC) as well as any other reward items. Thirdly, whenever the wearer is hit by a ranged attack for the first time in a round, the belt prevents all physical damage from the attack. 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. Bonuses of the same type usually don't stack. While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch spell, it deals 1d8 damage instead of 1d6. This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Option 2 You can cover yourself in an invisible corrupted fire. Quicken Spell: Casting a quickened spell is a swift action. If this weapons deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage. Defender's Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute), Reliable Redoubt. This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation school spells. It deals an extra 2d6 points of damage against all creatures of evil alignment. Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it, it restores 1d8+5 hp to the wielder. Act 4, Wirlong Black Mask, Fleshmarkets, looted from corpse (Lich or Demon only). I've backed up the page just in case. Once per day whenever the enemy, deals the wearer a killing blow, the choker restores them 50 HP and knocks the attacker prone for 2 rounds. When this robe is equipped together with the Glasses of undeniable truth, it grants its wearer a 10 foot aura of fear. These boots grant its wearer immunity against electricity as well as stunned and staggered conditions. 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. Let me know if you find out about Krei. These spiders eat through the flesh, dealing 1d6 damage per two wielder's levels. Extend Spell: An extended spell lasts twice as long as normal. The Fate of the Unholy Symbol of Rovagug is a Decree in Pathfinder: Wrath of the Righteous. Whenever this +1 glaive lands a hit on a new enemy for the first time, the target receives 1d6 negative damage, and all other enemies in a 15 feet radius must pass a Will saving throw (DC 17) or become frightened for one round. Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal weapon damage to all creatures in melee range, including the wielder and their allies. Amulet of agile fists +3 and +4 are available from the Drezen arcane weaver in act 5, You have both Dark Acolyte and Master Robe listed as just "The Last Sarkorians", where exactly are they? This robe grants its wearer an aura which makes all enemies in a 30 feet radius suffer a -4 penalty on saving throws against fear, compulsion and charm effects. The wearer of this bracers is under constant protection from anyone who is getting too touchy. Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. 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. This hat can only be worn by non-good characters. This cloak grants its wearer a +10 enhancement bonus to all Stealth skill checks, and immunity to blindness and dazzling. You become immune to fire damage, but gain weakness to cold and holy damage. This breastplate can be worn by druids. This headband grants its wearer +6 enhancement bonuses to Charisma and Intelligence ability scores. The spell no longer applies precision damage. Once per minute as a standard action its wielder can summon a pack of vicious demons to aid them in battle. Before Threshold (Swarm path); kill former party members and loot Arueshalae. Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. The wearer of this cloak gains a competence bonus to all saving throws equal to their Charisma bonus (if any). I'll ask around. It is only visible to you. These lenses make it easier to keep an eye on someone. This expensive ring serves little purpose in combat, but is ideal for social events. This cursed creature suffers -1 penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. This aura can be active for (10 + the wearer's Charisma modifier) rounds per day. This cloak grants its wearer a +4 enhancement bonus to Intelligence, a +5 competence bonus on all Lore (Nature) checks and the ability to cast delay poison spell three times per day as a 3rd level cleric. Multiple applications of this bonus stack until the weapon lands a hit. It would also make it easier to exchange one for the other using ToyBox if necessary. 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 one of the Locust's clones dies, it spawns a CR 18 Locust Swarm after itslef, which attacks your enemies to the best of its abilities for 3 minutes. It gives the wielder a -2 penalty on attack rolls made with it. This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. Bonuses of the same type usually don't stack. If the bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for 2 rounds. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. You roll 1d100 1 - 75: owner gains a +4 insight bonus to Intelligence ability score for 1 hour. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Bonuses of the same type usually don't stack. https://gameplay.tips/guides/12913-pathfinder-wrath-of-the-righteous.html For one minute you are protected from death. These spiders eat through the flesh dealing 1d6 damage per two wielders levels. This +3 scalemail grants its wearer a +3 resistance bonus on all saving throws. This cowl gives the wearer a +6 enhancement bonus to Wisdom ability score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Option 1 +2, whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an enemy, they gain spell resistance equal to 11 + their character level for 3 rounds. Each time they cast a spell on the enemy, it must pass a Reflex saving throw (DC 20) or be entangled in web for 1d4 rounds, trying to break free each round. Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the target must pass a Reflex saving throw (DC 27). This item grants its wearer Deadly Magic ability. If this cloak is worn by a duelist, she gets a +4 competence bonus to attack rolls while parrying. However, it also inflicts a -2 penalty to Charisma score and -3 penalty on all Persuasion checks. If the Mythic Path the wearer is on has no such ability, the power of the ring attempts to perfect the wearer's mind and body, granting them a +4 inherent bonus to all ability scores. This shirt grants its wearer immunity to nauseated condition and a +3 bonus on saving throws against acid. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. In the hand of a paladin or a good-aligned mythic creature it becomes a Holy Avenger. Whenever the wearer of these bracers lands a hit with a ranged weapon on an enemy who is prone, stunned or staggered, the enemy must pass a Fortitude saving throw (DC 23) or its current condition is prolonged for 1 round. These boots allow their wearer to add half their rank in Perception skill to damage on their first attack with a ranged weapon every round. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. The affected creature suffers 1d4 unholy damage for each scorch. Whenever the wearer lands a hit on an enemy first time in a round, the enemy must pass a Fortitude saving throw (DC 29) or be partially skinned. This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack rolls against evil characters. If the wearer is neutral, there is an equal chance to summon angels or demons. Act 5, Ineluctable Prison, Good choice on quest. Act 2, Underground Hideout (Perception 28). (Ewzen the Treasure Plunderer loot). Act 3, DLC3, Island 3. Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10 hidden room near entrance). Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer damage equal to its AC. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. Save DC = 10 + half character level + Charisma modifier. Bonuses do not stack, though you will get a notification you learned something regardless. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. It can be worn only by evil-aligned creatures. Three times per day you can curse the enemy. This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage rolls against living enemies. Summons a Jharsygax familiar. Option 3 Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. In this system, you place buildings in Drezen and other settlements which either directly improve your army, which increase the number of Act 5, Ineluctable Prison, top right puzzle. These gloves grant their wearer the ability to ignite inner fire within themself. This ring grants the wearer +12 competence bonus to Knowledge: Arcane skill checks, and +5 bonus on checks to craft potions or scrolls. This damage bypasses damage reduction and energy resistance. I agree with you. The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls against enemies armed with shields and a +2 bonus to damage rolls against enemies armed with two-handed weapons. Whenever this +5 shortsword lands a hit on an enemy, one of the following effects randomly happen: it deals additional 6d6 slashing damage to that enemy, it deals 1d4 damage to one of the enemy's ability scores, it heals the enemy for 3d4 hit points, it deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and damage rolls for 1d6 rounds. Your critical threat range is doubled. This cloak of resistance +2 additionally grants the wearer a +2 bonus on saving throws against compulsion and disease effects. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. A glaive popular among Baphomet's warriors. 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. Whenever this +3 rapier is affected by any magical effect that gives it an enhancement bonus, this bonus is increased by +1. The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if it was cast by a 15th level wizard. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. 358, P.C 112, Ruwi, Sultanate of Oman. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. This potion can protect you from fire by absorbing first 36 fire damage. Bonuses of the same type usually don't stack. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. Please see the. This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. Duration of summoning is equal to the owner's level. Espaol - Latinoamrica (Spanish - Latin America). Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. 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. This is a ring of protection +2. For 3 rounds all your attacks have their critical range increased by 3. Act 5 (Act 3 for Angel), Pulura's Fall puzzle room. This +5 breastplate grants its wearer a +3 armor bonus on saving throws against blindness. Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light shield, 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. If the wearer has a claw attack, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6). Can you please mark Silver Tongue Amulet & Free Dancer's Boots as preorder items? Whenever the wielder of this dagger lands a first sneak attack against new enemy, the target must pass a Reflex saving throw (DC 23) or become vulnerable to piercing damage for 1d3 rounds. This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. You gain a +3 bonus to AC, and every saving throw you make automatically succeeds. When you have 500 champions and in round 1 65 are nuked, you have 435 left in round 2, when the teleporting type V demoness kills another 112, leaving you with 323. Whenever the wearer of this Belt of Physical Perfection +4 kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Thereafter, the target gains 1d10+2 per character level temporary hit points and cold resistance 20. Regular rods can be used with spells of 6th level or lower. This cloak grants its wearer a +5 competence bonus on Trickery checks and the ability to cast expeditious retreat three times per day as a 1st level wizard. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds, involuntary movement included. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. This +3 sling staff is imbued with nature's agony. Act 3 - Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe Handaxe/Battle Axe/Great Axe (same effects across all three weapons) Option 1 - +2, Bonuses of the same type usually don't stack. The wearer gets a -2 penalty to AC, a -5 penalty to Persuasion skill checks and a -2 penalty to Fortitude saving throws, but gets a +4 bonus to damage rolls, a +3 bonus to Will saving throws and a +2 enhancement bonus to Wisdom score.