All enemies in 15 feet area must pass Will saving throw (DC 35) or become confused for 1d4 +1 rounds. Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks have a chance to ignite enemies around with a sacred fire. Act 5, Ineluctable Prison, Good choice on quest. This bonus does not stack with other natural armor enhancement bonuses. This +5 keen rapier grants its wielder a +2 bonus to attack and damage rolls on attacks of opportunity. When this effect ends, you must make a successful Fortitude saving throw (DC 25) or become stunned for 1 round. Each hit any of these weapons deals additional 3d6 unholy damage. Whenever the wearer of this helmet is under a rage effect, the rage's effect bonuses on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws increase by 1. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. Act 5, Hellknights Outpost (Regill quest). In addition, if the wearer of this robe 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. 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). This hat grants the wearer a +2 profane bonus to Intelligence score. Each turn the affected creature takes 1d4 Constitution damage. This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks. Act 3, Midnight Fane (might have special requirements, not always findable). Wintersun (Challenge Marhevok using Demon option). 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. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Indeed, Rovagug will devour the rest of creation before consuming himself, leaving behind only Groetus to turn off the light of the cosmos and a Survivor to rebuild it anew. Bonuses of the same type usually don't stack. If the wearer has the Weapon Training ability and is wielding a weapon it gives a bonus to, that bonus increases by +2. This item grants its wearer Deadly Magic ability. This unique bomb was created by Alichino. It's possible to get a version of Finnean that is brilliant energy heartseeker +5 but still "any", i.e. Owlcat's Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. Whenever the wielder of this +5 frost double sword hits a new Medium or smaller enemy for the first time, the enemy suffers additional 2d6 cold damage. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). 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. WTF is up with the Crusade "choices"? :: Pathfinder: Wrath of the They also increase the save DC against all Evocation school spells the wearer casts by 2. Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Each hit with any of these weapons deals additional 3d6 unholy damage on hit. His unholy symbol is the Fanged Maw. It grants the wearer a +4 shield bonus to AC. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. 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. It deals damage as if it were a weapon of three size categories larger (Medium light shield deals 1d8 points of damage). Summons an Imp Devil familiar. Affected creature becomes more fragile, getting -2 penalty to AC. This cloak grants its wearer a +1 resistance bonus on all saving throws and cold resistance 10. These gloves grant their wearer and his animal companion a +3 insight bonus on attack and damage rolls for the duration of the Animal Focus ability. You can throw a flask as a splash weapon with a range of 30 feet. The owner of this quiver can use it to shoot 20 units of frost speed ammunition per day. Act 1, Market Square ((Nabasu (only appears after Tavern defence)). Bonuses of the same type usually don't stack. In addition, this ring grants its wearer the effect of moderate fortification. If the wearer has a claw attack, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6). Succesfull Fortitude saving throw (DC 28) halves the damage. This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wearer hits an enemy with a slam attack, it breaks a random bone in the target's body, applying a penalty: 1. Sonic ammunition deals additional 1d3 sonic damage on hit. Act 2, Crusader's Camp (Wilcer Garms); Act 3, Drezen Streets (Wilcer Garms). Restored in Act 2. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. Bonuses of the same type usually don't stack. 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. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. These goggles grant their wearer a +2 inherent bonus to caster level, and increase the save DC by 2 for all mind-affecting spells the wearer casts. 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, DLC3, Island 7. They also grant the wearer a +5 enhancement bonus on all attack and damage rolls with unarmed attacks and natural weapons. This ability can be used once per day. Act 5 (Nocticula, Demon or Trickster Path). All enemies in a 50 feet cone 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 1d4 rounds. Regular rods can be used with spells of 6th level or lower. Bonuses of the same type usually don't stack. Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. Affected creature becomes more fragile, getting -2 penalty to AC. It also grants the wielder a +4 bonus to caster level checks made to overcome spell resistance, and a +5 competence bonus to Use Magic Device skill checks. This amulet of natural armor +8 grants its wearer immunity to fire and acid. Whenever the wielder of this +2 mithral greatsword lands a hit with it, the enemy must pass a Fortitude saving throw (DC 15) or be blinded for one round. The wearer of these boots adds their rank in Athletics skill as a bonus to the damage roll on a successful charge attack. This +1 leather barding increases animal companion's base speed by 10 feet and grants it one additional attack of opportunity. Grave Singer | Pathfinder Wrath of the Righteous Wiki If the wearer of this ring has the bardic performance ability, it grants them an additional round of its use per day. Act 4, Colyphyr Mines, reward from Nocticula. Scroll of Wings of Freedom - You gain a +2 bonus on saving throws against ground effects for 1 hour. Whenever an enemy lands a critical hit against the wearer or companion, the enemy must pass a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4 rounds. Whenever the wearer of this +4 hide armor casts a spell with fire, electricity, cold or acid descriptor, that spell deals +1 point of damage per die rolled. It should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. This headband of Wisdom +6 allows its wearer to declare Perfect Strike five more times per day. However the wielder suffers -3 penalty to attack. Quicken Spell: Casting a quickened spell is a swift action. Whenever the wielder of this +3 corrosive spear is flat-footed and is hit by an enemy for the first time, they make an attack against that enemy. 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 ring grants its wearer a +2 deflection bonus to AC. The spell no longer applies precision damage. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. 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. Also, whenever the wearer of this helm becomes a target of a spell that deals electricity damage (even if such effect was prevented by spell or elemental resistance), his next attack deals additional 2d6 of electricity damage. Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse explodes, dealing 2d6 fire damage to all enemies in a 15 feet area. All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. Act 4, Upper City, Bridge to House of Silken Shadows. They also double bonuses to AC, attack rolls and Reflex saving throw from Haste spell cast upon the wearer. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. Act 5, Bear's Maw Shrine (Love Beyond Death DLC). Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex or Fortitude saving throws until the end of combat. This +4 chainmail barding grants its wearer DR 6/piercing. Bonuses of the same type usually don't stack. Whenever you summon any Elemental, it gains 50 additional Hit Points. This amulet grants its wearer a +2 competence bonus on Persuasion skill checks. You gain electricity resistance 5 for 1 hour. Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and become prone for 1 round. This effect can be applied once per creature. This +5 keen heartseeker spear grants its wielder a +4 insight bonus on attack and damage rolls on attacks of opportunity. The spell effects are applied as if they were cast by a 20th level spellcaster. This +1 hide armor grants its wearer DR 2/-. WebThe antipaladins of Rovagug seek their masters Great Awakening, and bend all their efforts toward the eventual decay of the prison that holds their god. This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. (Gorebreak loot); This robe grants its wearer a +2 dodge bonus to AC and a +2 competence bonus on attacks against evil enemies. It also grants its wielder a +4 competence bonus on Persuasion skill checks made to intimidate. The owner of this quiver can use it to shoot 30 units of enchanted ammunition. Apollyon This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. These bracers grant its wearer a +4 bonus on saving throws against mind-affecting conditions and a +10 competence bonus on Persuasion skill checks when used for diplomacy. This belt grants its wearer +2 enhancement bonuses to Strength and Constitution. Positive energy and cure spells hurt it, like it was undead. Fourthly, whenever the wearer is hit by a melee attack for the first time in a round, the amulet prevents all physical damage from the attack.
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